Gizmo and assets manipulation
Last updated
Last updated
When we pick up an object from the asset pack, or when we select an object that already exists in the scene, the most important tool is undoubtedly the gizmo. The Gizmo is a virtual object that overlays the selected element to allow editing, and it is present in the Builder in four forms: one for each type of spatial transformation, and a universal one that includes them all.
The transformations concern position, rotation and scale, and their activation results in a different gizmo configuration, so that the transformation used can be recognized at a glance. When we select an object for the first time, the gizmo related to positioning appears by default, but after the first editing it will inherit the last tool used, in order to speed up any recurring operations.
The gizmo does not occupy a random point on the object, but a specific position corresponding to the pivot. The pivot relative to the 3D model is intrinsic, i.e. it is arbitrarily defined when creating/exporting the object itself and cannot be changed in the Builder. It corresponds to a point that we might call a relative origin, i.e. the intersection of the axes, and it provides the Builder with instructions on how to position the object relative to the point where we clicked to release it. This means that for a simple 3D model such as a cube, if it has a fulcrum placed at its base, placing it at a point in our space will cause the cube to rest on the selected face. On the other hand, if the fulcrum were at its center of gravity, selecting the surface on which to place it will give us the effect of an object intersecting with the surface itself, leaving half of the cube exposed. Considering the exact placement of the pivot will be important if we decide to create and upload custom objects (e.g., a pivot away from the base of the model can be useful for creating floating objects).
When an object is selected, a grid is highlighted, which is useful as a spatial reference. The unit of measurement when discussing coordinates and dimensions is the meter, and each plot measures 16x16m.
The grid superimposed on a plot divides the space into sixteenths, so that each small block measures 1x1m.
In order to speed up the design process, a snap, i.e. an anchor to a specific measure, has been set, which binds movement and scaling operations to fixed values. This measure allows increments and decrements of 1/4 units. The meaning of this value will be explained in the next sections of the manual.
If you need to move the POV while editing an object, you can use the keyboard commands as described before. However, you may notice that the gizmo changes shape during these movements. This is because some tool selection shortcuts share the same keys as the POV movement. These shortcuts, which we will discuss together, are as follows:
W: positioning tool
E: rotation tool
R: scaling tool
T: universal tool
It should be noted that accidentally activating these tools during a POV movement will not interfere with the editing of the object, unless you intervene with the mouse on the selected object.
In the following sections, we will explore the different gizmos in detail by spatially manipulating a cube taken directly from the Asset Pack
A reference configuration will be used. The yellow cube will be the object of manipulation in all four modes. The remaining four coloured cubes will remain fixed in the scene as a spatial reference. The focus will always be on the yellow cube, positioned with coordinates x: 24; y: 0; z: -24.
The attached videos provide an overview of the tools that we will explore in more detail in the following sections: