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	<id>http://en.lightstream.pro/index.php?action=history&amp;feed=atom&amp;title=3D_Objects</id>
	<title>3D Objects - Revision history</title>
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	<updated>2026-09-05T16:34:30Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://en.lightstream.pro/index.php?title=3D_Objects&amp;diff=365&amp;oldid=prev</id>
		<title>LumiBot: Перевод с русской вики (задача №1058, LS Dev Hub)</title>
		<link rel="alternate" type="text/html" href="http://en.lightstream.pro/index.php?title=3D_Objects&amp;diff=365&amp;oldid=prev"/>
		<updated>2026-09-03T13:48:34Z</updated>

		<summary type="html">&lt;p&gt;Перевод с русской вики (задача №1058, LS Dev Hub)&lt;/p&gt;
&lt;a href=&quot;http://en.lightstream.pro/index.php?title=3D_Objects&amp;amp;diff=365&amp;amp;oldid=328&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>LumiBot</name></author>
	</entry>
	<entry>
		<id>http://en.lightstream.pro/index.php?title=3D_Objects&amp;diff=328&amp;oldid=prev</id>
		<title>LumiBot: Перевод с русской вики (задача №967, LS Dev Hub)</title>
		<link rel="alternate" type="text/html" href="http://en.lightstream.pro/index.php?title=3D_Objects&amp;diff=328&amp;oldid=prev"/>
		<updated>2026-09-02T18:55:23Z</updated>

		<summary type="html">&lt;p&gt;Перевод с русской вики (задача №967, LS Dev Hub)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[ru:3D Объекты]] [[en:3D Objects]]&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;3D Objects&amp;#039;&amp;#039;&amp;#039; window is a list of everything placed in the three-dimensional scene: fixtures, splines, imported models, primitives, cameras and projections. It is used to find a needed object, show and hide it, rename and delete it, and to check which mapping fixture the object is linked to and which address it lights up on.&lt;br /&gt;
&lt;br /&gt;
The window is turned on via the menu &amp;#039;&amp;#039;&amp;#039;Window → 3D Objects&amp;#039;&amp;#039;&amp;#039; and by default it is a tab in the same group as the &amp;#039;&amp;#039;&amp;#039;Compositions&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Fixtures&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Fixture Groups&amp;#039;&amp;#039;&amp;#039; windows. Objects themselves are added to the scene with the buttons of the &amp;#039;&amp;#039;&amp;#039;3D View&amp;#039;&amp;#039;&amp;#039; window toolbar and by importing models — see [[3D Панель инструментов]] and [[Импорт моделей OBJ]].&lt;br /&gt;
&lt;br /&gt;
== List columns ==&lt;br /&gt;
&lt;br /&gt;
Each row is one scene object. The list is flat: a spline occupies one row, and the individual fixtures on it are not shown separately in the list. An imported model, on the contrary, usually adds several rows at once — one row for each object it is broken down into in the 3D editor.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Column !! What it shows&lt;br /&gt;
|-&lt;br /&gt;
| Icon || A pictogram of the object type: single fixture, spline, circle, rectangle, polygon, projection, cloner. Primitives, imported models and cameras have no icon.&lt;br /&gt;
|-&lt;br /&gt;
| Checkbox || The object&amp;#039;s visibility in the &amp;#039;&amp;#039;&amp;#039;3D View&amp;#039;&amp;#039;&amp;#039; window.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;3D Object&amp;#039;&amp;#039;&amp;#039; || The object&amp;#039;s name.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Mapping&amp;#039;&amp;#039;&amp;#039; || The name of the mapping fixture or spline this object is linked to. Empty means there is no link.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Address&amp;#039;&amp;#039;&amp;#039; || The address of the linked fixture in the form &amp;lt;code&amp;gt;U&amp;quot;universe&amp;quot;-&amp;quot;first channel&amp;quot;-&amp;quot;last channel&amp;quot;&amp;lt;/code&amp;gt;. Until the fixture is patched, the universe is not shown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Fixture&amp;#039;&amp;#039;&amp;#039; || The library fixture name that defines the linked mapping fixture — for example &amp;#039;&amp;#039;&amp;#039;RGB&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The last three columns are filled in only for objects linked to mapping: single fixtures, splines and cloners. For decorations, cameras and projections they are always empty — these objects have nothing to light up.&lt;br /&gt;
&lt;br /&gt;
Clicking a column header sorts the list. Sorting by the first column groups objects of the same type together — the fastest way to make sense of a scene with dozens of objects; sorting by &amp;#039;&amp;#039;&amp;#039;Address&amp;#039;&amp;#039;&amp;#039; helps find a fixture that ended up in the wrong place in 3D.&lt;br /&gt;
&lt;br /&gt;
== Selection ==&lt;br /&gt;
&lt;br /&gt;
The list and the scene show the same selection. Select a row — the object is highlighted in the &amp;#039;&amp;#039;&amp;#039;3D View&amp;#039;&amp;#039;&amp;#039; window and gets a move manipulator; select an object with the mouse in the scene — the list highlights its row and scrolls to it automatically. This is the main way to reach an object that is far from the camera, hidden inside a model, or obscured by other objects.&lt;br /&gt;
&lt;br /&gt;
Selection works as usual for a list: &amp;#039;&amp;#039;&amp;#039;Ctrl&amp;#039;&amp;#039;&amp;#039; adds a row, &amp;#039;&amp;#039;&amp;#039;Shift&amp;#039;&amp;#039;&amp;#039; adds a range of rows. The &amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039; window shows the parameters of the last selected object, but many of them — color, visibility — are applied to all selected objects at once.&lt;br /&gt;
&lt;br /&gt;
== Visibility ==&lt;br /&gt;
&lt;br /&gt;
The checkbox in a row turns the object&amp;#039;s display on and off. If several rows are selected, the checkbox toggles visibility for all of them at once — there is no need to clear it object by object.&lt;br /&gt;
&lt;br /&gt;
Visibility only affects the preview: a hidden object is not drawn in the &amp;#039;&amp;#039;&amp;#039;3D View&amp;#039;&amp;#039;&amp;#039; window and does not appear in a GIF preview if one is captured from the scene, but it has no effect on mapping, on sending Art-Net, or on exporting compositions. Visibility is most often turned off for a wall or a facade that, from the current angle, hides the fixtures behind it.&lt;br /&gt;
&lt;br /&gt;
Visibility is linked to mapping: if you turn off a fixture&amp;#039;s visibility in the &amp;#039;&amp;#039;&amp;#039;Fixtures&amp;#039;&amp;#039;&amp;#039; window, the linked object disappears in 3D as well.&lt;br /&gt;
&lt;br /&gt;
== Lock ==&lt;br /&gt;
&lt;br /&gt;
Imported objects, cameras and projections have a &amp;#039;&amp;#039;&amp;#039;Lock&amp;#039;&amp;#039;&amp;#039; parameter in the &amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039; window (&amp;#039;&amp;#039;&amp;#039;General&amp;#039;&amp;#039;&amp;#039; section). A locked object cannot be selected with the mouse in the scene: clicks and the selection box do not catch it. This is used when fixtures are placed along the edges of an imported building model — the model stops &amp;quot;sticking&amp;quot; to the cursor, and the selection box picks up only the fixtures themselves. An object locked this way can still be selected via its row in the &amp;#039;&amp;#039;&amp;#039;3D Objects&amp;#039;&amp;#039;&amp;#039; list.&lt;br /&gt;
&lt;br /&gt;
== Names, copies and deletion ==&lt;br /&gt;
&lt;br /&gt;
; Renaming&lt;br /&gt;
: The name is edited directly in the &amp;#039;&amp;#039;&amp;#039;3D Object&amp;#039;&amp;#039;&amp;#039; column. New objects are named after their type: &amp;#039;&amp;#039;&amp;#039;Spline001&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Circle001&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Projection001&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Cube&amp;#039;&amp;#039;&amp;#039;. A single fixture and a spline share their name with the mapping — rename the object in 3D and the linked fixture&amp;#039;s name changes in the &amp;#039;&amp;#039;&amp;#039;Fixtures&amp;#039;&amp;#039;&amp;#039; window too.&lt;br /&gt;
&lt;br /&gt;
; Copying&lt;br /&gt;
: &amp;#039;&amp;#039;&amp;#039;Ctrl+C&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Ctrl+V&amp;#039;&amp;#039;&amp;#039; (or &amp;#039;&amp;#039;&amp;#039;Copy&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Paste&amp;#039;&amp;#039;&amp;#039; in the right-click menu) create a copy of the selected objects, &amp;#039;&amp;#039;&amp;#039;Ctrl+D&amp;#039;&amp;#039;&amp;#039; does the same in one step. A copy of a fixture or spline stays linked to the same mapping fixture as the original, so the copies light up identically: for them to live their own life, each one needs its own fixture assigned — see [[Связь 2D и 3D]].&lt;br /&gt;
&lt;br /&gt;
; Deletion&lt;br /&gt;
: &amp;#039;&amp;#039;&amp;#039;Delete&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Backspace&amp;#039;&amp;#039;&amp;#039; removes the selected objects from the scene. This does not affect the fixtures on mapping: a deleted 3D object disappears only from the three-dimensional scene, while the fixture, its addresses and effects remain in place. The program asks separately before deleting a projection — a configured projector cannot be erased by accident. Any deletion can be undone with &amp;#039;&amp;#039;&amp;#039;Ctrl+Z&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
== What the scene is made of ==&lt;br /&gt;
&lt;br /&gt;
=== Objects that light up ===&lt;br /&gt;
&lt;br /&gt;
Only objects linked to fixtures on mapping light up in 3D: they show what the animation will look like on the real object.&lt;br /&gt;
&lt;br /&gt;
; Fixture&lt;br /&gt;
: A single 3D fixture. Until a mapping fixture is linked to it, it is called &amp;#039;&amp;#039;&amp;#039;No Fixture&amp;#039;&amp;#039;&amp;#039; and does not light up. How to assign the link — see [[Связь 2D и 3D]].&lt;br /&gt;
&lt;br /&gt;
; Spline&lt;br /&gt;
: A polyline or curve along which fixtures are evenly distributed: a bar, a garland, an outline. It is drawn by hand or comes from an imported model. In the &amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039; window it has &amp;#039;&amp;#039;&amp;#039;Closed&amp;#039;&amp;#039;&amp;#039; — connect the last point to the first — and &amp;#039;&amp;#039;&amp;#039;Smooth&amp;#039;&amp;#039;&amp;#039; — round off the corners. More details — [[Добавление 3D сплайнов]].&lt;br /&gt;
&lt;br /&gt;
; Line, Circle, Rectangle, Polygon&lt;br /&gt;
: Ready-made spline shapes. Their points cannot be edited: the shape is set by numbers in the &amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039; window — &amp;#039;&amp;#039;&amp;#039;Length&amp;#039;&amp;#039;&amp;#039; for a line, &amp;#039;&amp;#039;&amp;#039;Radius&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Angle&amp;#039;&amp;#039;&amp;#039; for a circle, &amp;#039;&amp;#039;&amp;#039;Width&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Height&amp;#039;&amp;#039;&amp;#039; for a rectangle, &amp;#039;&amp;#039;&amp;#039;Number of Sides&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Radius&amp;#039;&amp;#039;&amp;#039; for a polygon.&lt;br /&gt;
&lt;br /&gt;
; Cloner&lt;br /&gt;
: A single object that duplicates a chosen spline or fixture. The &amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039; window sets the &amp;#039;&amp;#039;&amp;#039;Count&amp;#039;&amp;#039;&amp;#039; of repeats and the &amp;#039;&amp;#039;&amp;#039;Offset&amp;#039;&amp;#039;&amp;#039; along &amp;#039;&amp;#039;&amp;#039;X&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Y&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Z&amp;#039;&amp;#039;&amp;#039; between them. Rows of identical bars, steps and rings are assembled this way as one row in the list instead of a dozen copies.&lt;br /&gt;
&lt;br /&gt;
=== Decorations ===&lt;br /&gt;
&lt;br /&gt;
These objects do not light up themselves. They are needed to show what the fixtures stand on, and so that, with snapping enabled, fixtures can conveniently be placed along their vertices and edges (see [[3D Панель инструментов]]).&lt;br /&gt;
&lt;br /&gt;
; Plane, Cube, Cylinder, Sphere&lt;br /&gt;
: Primitives: a wall or floor, a box, a column, a ball. Dimensions are set in the &amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039; window: &amp;#039;&amp;#039;&amp;#039;Width&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Length&amp;#039;&amp;#039;&amp;#039; for a plane, &amp;#039;&amp;#039;&amp;#039;Width&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Height&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Length&amp;#039;&amp;#039;&amp;#039; for a cube, &amp;#039;&amp;#039;&amp;#039;Height&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Radius&amp;#039;&amp;#039;&amp;#039; for a cylinder, &amp;#039;&amp;#039;&amp;#039;Radius&amp;#039;&amp;#039;&amp;#039; for a sphere.&lt;br /&gt;
&lt;br /&gt;
; Object&lt;br /&gt;
: A model imported from a &amp;lt;code&amp;gt;*.obj&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;*.fbx&amp;lt;/code&amp;gt; file. Colors and textures come from the file itself; if needed, they are reassigned in the &amp;#039;&amp;#039;&amp;#039;Material&amp;#039;&amp;#039;&amp;#039; section. How to prepare a model so it breaks down into convenient objects — see [[Подготовка модели в 3ds max]].&lt;br /&gt;
&lt;br /&gt;
=== Service objects ===&lt;br /&gt;
&lt;br /&gt;
; Target Camera&lt;br /&gt;
: A viewpoint saved in the project. Cameras are used to look at an object from a needed angle, and also to choose the view for the GIF preview on export. More details — [[Переключение видов и камер]].&lt;br /&gt;
&lt;br /&gt;
; Projection&lt;br /&gt;
: A virtual projector that shines a composition&amp;#039;s image onto the scene&amp;#039;s objects. More details — [[Создание проекции]] and [[Настройки проекции]].&lt;br /&gt;
&lt;br /&gt;
Cameras and projections are drawn in the scene as helper icons. Their display is toggled entirely via the menu &amp;#039;&amp;#039;&amp;#039;View → 3D View → Helper 3D Objects&amp;#039;&amp;#039;&amp;#039; (the &amp;#039;&amp;#039;&amp;#039;F4&amp;#039;&amp;#039;&amp;#039; key); they remain in the &amp;#039;&amp;#039;&amp;#039;3D Objects&amp;#039;&amp;#039;&amp;#039; list regardless.&lt;br /&gt;
&lt;br /&gt;
== Object parameters ==&lt;br /&gt;
&lt;br /&gt;
Select a row and the &amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039; window shows that object&amp;#039;s parameters. Position, rotation and scale are not duplicated in &amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039;: they are set by the &amp;#039;&amp;#039;&amp;#039;X&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Y&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Z&amp;#039;&amp;#039;&amp;#039; fields on the toolbar of the &amp;#039;&amp;#039;&amp;#039;3D View&amp;#039;&amp;#039;&amp;#039; window.&lt;br /&gt;
&lt;br /&gt;
Decorations and imported models have a &amp;#039;&amp;#039;&amp;#039;Material&amp;#039;&amp;#039;&amp;#039; section:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Parameter !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Color&amp;#039;&amp;#039;&amp;#039; || The object&amp;#039;s color. Applied to all selected objects at once.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Enable Texture&amp;#039;&amp;#039;&amp;#039; || Show a picture on the object instead of a flat fill.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;File Name&amp;#039;&amp;#039;&amp;#039; || The path to the current picture, a read-only field.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Open&amp;#039;&amp;#039;&amp;#039; || Choose a picture file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Glow&amp;#039;&amp;#039;&amp;#039; || The object stops being shaded and is drawn at full brightness in its color or texture, as if it were glowing on its own. This is used for signs, screens and backgrounds that should not darken in an unlit scene.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fixtures and splines have a &amp;#039;&amp;#039;&amp;#039;Display Settings&amp;#039;&amp;#039;&amp;#039; section instead of Material: it sets how the light source itself looks in 3D — &amp;#039;&amp;#039;&amp;#039;Beam Type&amp;#039;&amp;#039;&amp;#039;, beam &amp;#039;&amp;#039;&amp;#039;Length&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Angle&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Depth&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Pixel Width&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Pixel Height&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Pixel Length&amp;#039;&amp;#039;&amp;#039;. The &amp;#039;&amp;#039;&amp;#039;Fixture&amp;#039;&amp;#039;&amp;#039; section in the same properties is responsible for the link to mapping.&lt;br /&gt;
&lt;br /&gt;
== Also useful ==&lt;br /&gt;
&lt;br /&gt;
* The &amp;#039;&amp;#039;&amp;#039;Z&amp;#039;&amp;#039;&amp;#039; key fits the selected objects into the window and makes them the camera&amp;#039;s rotation center; if nothing is selected, the whole scene is fitted. An object lost in the scene is easiest to find this way: select its row in the list and press &amp;#039;&amp;#039;&amp;#039;Z&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* An empty &amp;#039;&amp;#039;&amp;#039;Mapping&amp;#039;&amp;#039;&amp;#039; column for a fixture or spline is a sure sign it will not light up in 3D: no link is assigned.&lt;br /&gt;
* All actions on the list — renaming, copying, deleting, changing parameters — can be undone with &amp;#039;&amp;#039;&amp;#039;Ctrl+Z&amp;#039;&amp;#039;&amp;#039; and redone with &amp;#039;&amp;#039;&amp;#039;Ctrl+Shift+Z&amp;#039;&amp;#039;&amp;#039;.&lt;/div&gt;</summary>
		<author><name>LumiBot</name></author>
	</entry>
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