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Editing Vishva

ssatguru edited this page Apr 20, 2016 · 21 revisions

You can edit any of the objects inside Vishva.

To do so right click any object you want to edit.

Two things will happen when you do that.

  • an edit control with three edit axes would appear on the object
  • an edit dialog box would open up (if you do not like the edit box opening up automatically on selecting an item you can change this behavior from the setting menu. (Note: settings is on TODO list)).You can close the edit dialog box and open it up anytime from the menu

You can now use the three axes to move, rotate or scale the object. Press keys "1", "2" or "3" to switch between move, rotate and scale mode.

Press "F" to focus on the object to check it out in detail, as explained in the section on "Navigating Vishva".

Once you are done editing press "ESC" key to deselect the item.

You can also select multiple items. To do this press the "Ctrl" key while right mouse clicking an object. Any object so selected will appear with a red outline around it. You can now perform various operations on these multi-selected items ( Parent the Mesh, Clone, Delete as explained below). Press "Esc" to deselect all of them.

While an object is selected you can perform various operations on it, as listed in the edit dialog box.

Lets look at each of these operations.

operation description
Use as avatar if the object you have selected has a skeleton and has all the necessary avatar animations then you can use it as your avatar. When you do this operation the camera will switch focus to this object. The edit control will disappear from this object, as Avatars cannot be selected for edit. Your previous Avatar will become selectable and can be edited. (TODO :Currently a check is only made to make sure the target object has a skeleton. Check for animations still TODO)
Use as ground you can add a new ground mesh to a scene and use that as a ground. this operation allows you to do that. on doing this the edit control disappears from this object, as ground like avatars are unselectable. the previous ground becomes selectable and can be deleted if you so wish. (TODO all objects above or below the ground should maintain the same distance as previous ground)
Make parent This works if multiple meshes are selected (see above on how to select multiple meshes). This operation will make the last mesh selected as parent of all the previously selected meshes
Remove parent removes the parent of the selected mesh
Remove Children removes all children of the selected mesh
Download mesh you can download the selected mesh as a babylon file. You can then use this in a separate world if you so desire. Any changes you made to the mesh will be preserved in that file. (TODO: allow download with textures in a zip file )
Clone mesh this will create a copy of the selected mesh. The new mesh will be slightly displaced from the original mesh. The edit control will now appear on the cloned mesh. The cloned mesh is assigned a new unique ID. If you have selected multiple meshes then each one of those will be cloned
Delete mesh this will dispose off the mesh. If you have selected multiple meshes then each one of those will be deleted
Undo this will undo any action performed using the edit control- in other words just move, rotate or scale. Cannot undo things like delete
Redo this will redo any action performed using the edit control
switch to local /global axis this will switch the three edit control axis between local and global mode
Sensors and Actuators this allows you to add sensors and/or actuators to the mesh selected. see page on sensors and actuators for more details
Properties this allows you to check the transform (position,rotation,scale), material (TODO) and animation (if skeleton present) properties of the mesh. If the selected object has a skeleton and if that skeleton has animation ranges then this will list out those ranges and allow you to play any of them. you can play them at different speed and loop them if you so desire
TODO: turn on SNAP this would allow you to move or rotate object in SNAP mode with options to snap in local or world grid.

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