3D Scene Toolbar

The Scene Toolbar appears at the top of the 3D viewport, and displays tools appropriate to your selection.

As you select scene objects, the toolbar changes to give you quick access to the most commonly adjusted object properties, as well as ways to navigate easily in the scene itself.

Tools to edit an object

First select a scene object, and then…

Move

Click this tool to show the move gizmo.

Use either the move gizmo or the position properties to change the object’s position in XYZ space.

Rotate

Click this tool to show the rotate gizmo.

Use either the rotation gizmo or the rotation properties to change the object’s orientation in XYZ space. Learn more about rotation.

Tools to control your edits

Undo

Click to undo the last change you made to the scene

To see the history of steps you can undo, open the History tab at the bottom of the 3D viewport.

Redo

Click to restore the last undo you made to the scene.

Tools to navigate through the scene

Frame Scene

Click to automatically pan or zoom the camera until it frames meshes in the scene.

Before you click to frame the scene...

  • Select one or more meshes to frame them.
  • Select the scene node to frame all visible meshes in the scene.

Camera Orientation

Click to show options for how the camera displays the entire scene.

Orientations include…

  • a perspective orientation, where you can freely move and rotate the camera to see objects from any angle. Objects farther away appear smaller, and edges pointing away from you have a realistic sense of perspective (they all align to a vanishing point).

  • various orthographic orientations (like top, bottom, front, back, and the like). Orthographic orientations lock the camera parallel to an axis, and there is no vanishing point (objects farther away do not appear smaller). Orthographic orientations are ideal for aligning elements precisely.

These options apply only to the scene designer: they are not applied to the scene when it is run. To adjust camera orientations for your user, create a viewpoint.

Rendering Mode

Click to show options for how the camera renders meshes within the scene.

Render modes include…

  • Shaded
    Display the mesh as realistically as possible, with effects from materials and lighting.

  • Wireframe
    Display the mesh as a collection of vertices (points) and lines in space. A useful mode to reveal complexity of meshes, like X-ray vision.

  • Edges
    Like the shaded mode, with additional highlighting on the visible the edges of the object.

  • Hidden Edges
    Like the edges mode, but all edges of the object are highlighted, including those facing away from the camera that would not normally be visible.

These options apply only to the scene designer: they are not applied to the scene when it is run. To adjust the render mode for your user, edit the scene node properties.

Show / Hide Connectors

Click to make all connectors visible, so you can focus on their position and rotation. Click again to hide them, so you can focus on other parts of the scene design. Adjust the visible size of the connectors with a slider control, to easily see their direction and rotation regardless of scene scale.

Learn more about mesh connectors.

 

 

These options apply only to the scene designer: connectors are not visible in the scene when it is run.

Show / Hide Sketch Paths

Click to make all sketch paths visible, so you can see their position in space relative to other objects, and how they may overlap. Click again to hide them.

 

Learn more about sketch-based meshes.

Tools to edit the entire scene

Import

Click to import scene components from another scene, or from a file on your computer.

Learn more about importing and exporting scene components.

Export

Click to export scene components into a downloadable file, ready for import into any other scene.

 

 

Tools to understand performance

Performance Statistics Infobox

Shows runtime statistics to help you understand scene performance. The infobox corner can be clicked to collapse or expand it.

Metrics include…

  • Frames Per Second (FPS)
    More frames means smoother, more realistic movement. This is calculated by your workstation, and is different from one device to the next. viewing the scene. FPS can change depending on the hardware or memory of your workstation, and other background tasks it is performing. Remember to test your scene on the hardware your customers will be typically using, such as a mobile device.

  • Polygons Selected
    Counts the visible polygons (the individual 2D shapes that, together, make a 3D mesh) in all the meshes selected.

  • Vertices Selected
    Counts the number of visible vertices (the points in 3D space that make a mesh) in all the meshes selected.

Both of the “selected” metrics take into account all visible meshes currently selected. Invisible meshes are not included in the count. Selecting the scene node counts all visible meshes in the entire scene.

 

Use the polygon count to find the right balance between smoother appearance and faster performance. For example, you may import geometry with one set of import preferences, then import the same geometry again into the same scene, but with a second set of import preferences. Now, with both meshes in the same scene, you can compare the polygon count of both (fewer is faster) and compare the appearance of both (smoother is better).

 

Performance statistics also appear in the web browser’s debug console, if your scene is in the DEV or TEST environments.

Tools to find Snap code or Scene elements

  Click to show the searchbar in the upper-right corner of the screen. Type the first few characters of the node name or Snap block reference to show a list of matching nodes, then click an entry in the list to jump to that node.

 

 

Using Gizmos

Some tools use a gizmo – a visual handle that lights up around the object’s origin. You can either…

  • drag the handles on the gizmo to adjust the properties of that tool visually (in the 3D viewport), or

  • watch the handles change as you adjust the properties of the object logically (in the properties tab).

Usually, scene designers first drag the gizmo handles to perform most of the transformation they want, and then type the precise values desired into the properties tab.

Remember the gizmo for an object always surrounds the origin of that object. Usually the origin is in the center of the object’s geometry, but it can be somewhere else. If you select an object and click a tool that should show you a gizmo, but don’t see the gizmo in the viewport, then the origin of the object may be off-screen: use “frame scene” to be sure both the object’s geometry and origin are visible.

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