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	<title>3D Toolbar - Revision history</title>
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	<updated>2026-09-04T12:52:17Z</updated>
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		<id>http://en.lightstream.pro/index.php?title=3D_Toolbar&amp;diff=330&amp;oldid=prev</id>
		<title>LumiBot: Перевод с русской вики (задача №966, LS Dev Hub)</title>
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		<updated>2026-09-02T18:58:01Z</updated>

		<summary type="html">&lt;p&gt;Перевод с русской вики (задача №966, 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 Панель инструментов]] [[en:3D Toolbar]]&lt;br /&gt;
The toolbar is located at the top of the &amp;#039;&amp;#039;&amp;#039;3D View&amp;#039;&amp;#039;&amp;#039; window and gathers everything you need to build a three-dimensional scene: moving fixtures between the mapping and 3D, importing models, navigation, creating objects, splines, cameras, and projections. The window itself is toggled on and off from the &amp;#039;&amp;#039;&amp;#039;Window → 3D View&amp;#039;&amp;#039;&amp;#039; menu.&lt;br /&gt;
&lt;br /&gt;
The buttons are separated into groups by vertical dotted lines. Some of the buttons are toggles: exactly one tool is always active, and it determines what mouse clicks and drags do in the scene (for details, see [[3D Навигация]]). The rest of the buttons are one-off actions: create an object, import a model, frame a camera.&lt;br /&gt;
&lt;br /&gt;
All the labels below are the buttons&amp;#039; tooltips: hover the cursor over a button and the program will show its name.&lt;br /&gt;
&lt;br /&gt;
== Moving Fixtures and Importing Models ==&lt;br /&gt;
&lt;br /&gt;
The first group links the 3D scene to the rest of the project: fixtures on the mapping and external models.&lt;br /&gt;
&lt;br /&gt;
; Magic 2D Button&lt;br /&gt;
: Transfers objects from 3D to the &amp;#039;&amp;#039;&amp;#039;Mapping&amp;#039;&amp;#039;&amp;#039; plane. Opens the &amp;#039;&amp;#039;&amp;#039;Magic Settings&amp;#039;&amp;#039;&amp;#039; window, where you set:&lt;br /&gt;
:* &amp;#039;&amp;#039;&amp;#039;Select Camera&amp;#039;&amp;#039;&amp;#039; — which view to look at the scene from. Fixtures will be placed on the mapping the way they are seen from this camera, so choose a camera that shows the needed side of the object fully and without heavy overlaps. Selecting a camera from the list immediately switches the window&amp;#039;s view to it, so you can see exactly what will be transferred.&lt;br /&gt;
:* &amp;#039;&amp;#039;&amp;#039;Transfer Objects&amp;#039;&amp;#039;&amp;#039; — &amp;#039;&amp;#039;&amp;#039;All Objects&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Visible Objects&amp;#039;&amp;#039;&amp;#039;, or &amp;#039;&amp;#039;&amp;#039;Selected Objects&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
:* &amp;#039;&amp;#039;&amp;#039;Size&amp;#039;&amp;#039;&amp;#039; — the &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; of the area on the mapping that the transfer will fit into. The values are linked proportionally: change one and the other recalculates.&lt;br /&gt;
: The &amp;#039;&amp;#039;&amp;#039;OK&amp;#039;&amp;#039;&amp;#039; button creates fixtures on the mapping and immediately links them to the source 3D objects. Fixtures already transferred to the mapping earlier are not transferred again — you can open the window as many times as you like as new objects appear in the scene.&lt;br /&gt;
&lt;br /&gt;
; Magic 3D Button&lt;br /&gt;
: The reverse action: transfers fixtures from the mapping to 3D. The &amp;#039;&amp;#039;&amp;#039;Magic Settings&amp;#039;&amp;#039;&amp;#039; window sets the &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; — the dimensions of the rectangle in which the fixtures will be laid out in 3D as a flat &amp;quot;wall&amp;quot; that repeats their arrangement on the mapping. Only fixtures that don&amp;#039;t yet have a 3D counterpart are created, and each new 3D object is immediately linked to its fixture on the mapping.&lt;br /&gt;
&lt;br /&gt;
; Import Object&lt;br /&gt;
: Opens a file selection window and adds a model in &amp;lt;code&amp;gt;*.obj&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;*.fbx&amp;lt;/code&amp;gt; format to the scene. From an &amp;lt;code&amp;gt;*.fbx&amp;lt;/code&amp;gt; file, not only the objects themselves are pulled in but also splines and light sources prepared in the 3D editor — meaning the model arrives with fixtures already placed. The program remembers the folder you imported from last time. For details, see [[Импорт моделей OBJ]] and [[Подготовка модели в 3ds max]].&lt;br /&gt;
&lt;br /&gt;
== Navigation and Selection ==&lt;br /&gt;
&lt;br /&gt;
; Select and Move&lt;br /&gt;
: The main tool, also the one active when the window opens. A click selects an object, a selection box selects several objects, and &amp;#039;&amp;#039;&amp;#039;Shift&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Ctrl&amp;#039;&amp;#039;&amp;#039; add to the selection. A selected object gets a three-axis gizmo, whose axes are used to move, rotate, or scale the object.&lt;br /&gt;
&lt;br /&gt;
; Hand&lt;br /&gt;
: Pans the scene by dragging. The same effect is available in any tool by holding down the mouse wheel (middle button), so switching to the &amp;quot;Hand&amp;quot; tool is usually unnecessary.&lt;br /&gt;
&lt;br /&gt;
; Orbit&lt;br /&gt;
: Rotates the camera around the center of the window by dragging. The same result is achieved in any tool with &amp;#039;&amp;#039;&amp;#039;Alt&amp;#039;&amp;#039;&amp;#039; + middle mouse button, while &amp;#039;&amp;#039;&amp;#039;Shift&amp;#039;&amp;#039;&amp;#039; + middle button rotates the camera in first-person mode.&lt;br /&gt;
&lt;br /&gt;
== Move, Rotate, and Scale ==&lt;br /&gt;
&lt;br /&gt;
To the right of the navigation tools are coordinate fields and three toggle buttons. They determine exactly what the gizmo does to the selected object.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Button !! Key !! What the X, Y, Z fields show&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Move&amp;#039;&amp;#039;&amp;#039; || Q || the object&amp;#039;s position in the scene&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Rotate&amp;#039;&amp;#039;&amp;#039; || E || rotation angles in degrees&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scale&amp;#039;&amp;#039;&amp;#039; || R || scale in percent, 100 is the original size&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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 to the left of the buttons show the selected object&amp;#039;s values and can be edited: you can type in exact numbers instead of dragging with the mouse. Values are rounded to the hundredths.&lt;br /&gt;
&lt;br /&gt;
== Snapping ==&lt;br /&gt;
&lt;br /&gt;
; Snap to Vertices&lt;br /&gt;
: A toggle. While it&amp;#039;s on, the object being dragged and the points of the spline being drawn stick to the vertices of geometry already present in the scene; the snap point is highlighted with a light-green cross. This is the main way to place fixtures precisely along the edges and corners of an imported model rather than &amp;quot;by eye&amp;quot;. Snapping is off by default.&lt;br /&gt;
: Right-clicking this same button opens the &amp;#039;&amp;#039;&amp;#039;Snap Settings&amp;#039;&amp;#039;&amp;#039; window with two parameters: &amp;#039;&amp;#039;&amp;#039;Snap to Grid&amp;#039;&amp;#039;&amp;#039; (with the grid step next to it) and &amp;#039;&amp;#039;&amp;#039;Snap Angle&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
; Rotation Snap and Angle&lt;br /&gt;
: A toggle and a field with a number of degrees next to it. When snapping is on, rotating with the gizmo happens in steps of the specified angle; when off, rotation is free. Snapping is on by default, with a 5° step. This is the same value as the &amp;#039;&amp;#039;&amp;#039;Snap Angle&amp;#039;&amp;#039;&amp;#039; in the &amp;#039;&amp;#039;&amp;#039;Snap Settings&amp;#039;&amp;#039;&amp;#039; window.&lt;br /&gt;
: A step of 0 degrees doesn&amp;#039;t limit rotation — it completely blocks it, so you shouldn&amp;#039;t set a zero value.&lt;br /&gt;
&lt;br /&gt;
== Scene Objects ==&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Add Plane&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Add Cube&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Add Cylinder&amp;#039;&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;&amp;#039;Add Sphere&amp;#039;&amp;#039;&amp;#039; buttons create simple primitives: a wall, a box, a column, a ball. The object appears at the center of the scene, is immediately selected, and the &amp;quot;Select and Move&amp;quot; tool is activated — so you can set its size and location right away.&lt;br /&gt;
&lt;br /&gt;
These objects don&amp;#039;t glow themselves: they serve as scenery and as a base against which it&amp;#039;s convenient to place fixtures with vertex snapping enabled. Size and material are configured in the &amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039; window (see [[3D Объекты]]).&lt;br /&gt;
&lt;br /&gt;
== Splines and Fixtures ==&lt;br /&gt;
&lt;br /&gt;
; Add Line, Add Circle, Add Rectangle, Add Polygon&lt;br /&gt;
: Ready-made spline shapes along which fixtures are arranged. Each is created at the center of the scene with a single click of the button, and its shape is then set with numbers in the &amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039; window: for a circle — radius and opening angle, for a rectangle — width and height, for a polygon — number of sides and radius. Individual points of these shapes cannot be edited: to change the shape, you change the parameters.&lt;br /&gt;
&lt;br /&gt;
; Draw Spline&lt;br /&gt;
: Draws a polyline directly in the scene: the first click is the start, each next click is a new vertex, &amp;#039;&amp;#039;&amp;#039;Enter&amp;#039;&amp;#039;&amp;#039; finishes the spline, and &amp;#039;&amp;#039;&amp;#039;Esc&amp;#039;&amp;#039;&amp;#039; also ends the drawing. After finishing, the program automatically switches to &amp;quot;Select and Move&amp;quot;, and the new spline remains selected.&lt;br /&gt;
: Points are placed on the horizontal plane of the scene (floor level) — unless &amp;#039;&amp;#039;&amp;#039;Snap to Vertices&amp;#039;&amp;#039;&amp;#039; is enabled. With snapping on, each point lands on a vertex of existing geometry, which is how a spline is drawn along the edges of an imported model. For details, see [[Добавление 3D сплайнов]].&lt;br /&gt;
&lt;br /&gt;
; Add from Fixtures&lt;br /&gt;
: Adds a single 3D fixture to the scene. On its own it isn&amp;#039;t linked to anything: which fixture from the mapping it represents is assigned in the &amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039; window (see [[Связь 2D и 3D]]).&lt;br /&gt;
&lt;br /&gt;
== Cameras ==&lt;br /&gt;
&lt;br /&gt;
; Add Camera&lt;br /&gt;
: Creates a new &amp;#039;&amp;#039;&amp;#039;Target Camera&amp;#039;&amp;#039;&amp;#039; in the scene, aimed at the entire scene. Such cameras are saved in the project: they&amp;#039;re used to view the object from a desired point, and they&amp;#039;re also the source for the view used for the GIF preview on export and for transferring fixtures with the &amp;quot;Magic 2D Button&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
; Camera List&lt;br /&gt;
: The dropdown list to the right of the button switches the view in the window. It always contains seven built-in views — &amp;#039;&amp;#039;&amp;#039;Perspective&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Top&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Bottom&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Left&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Right&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Front&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Back&amp;#039;&amp;#039;&amp;#039; — followed by the cameras added to the project. The six flat views are convenient for precise placement: objects aren&amp;#039;t distorted by perspective in them. For details, see [[Переключение видов и камер]].&lt;br /&gt;
&lt;br /&gt;
; Camera Target (Z)&lt;br /&gt;
: Frames the selected objects in the window and makes their center the point around which the camera orbits. If nothing is selected, the whole scene is framed; cameras themselves aren&amp;#039;t taken into account, so the view doesn&amp;#039;t &amp;quot;fly off&amp;quot; because of a camera positioned far away. Pressing the &amp;#039;&amp;#039;&amp;#039;Z&amp;#039;&amp;#039;&amp;#039; key while the cursor is over the window does the same thing.&lt;br /&gt;
&lt;br /&gt;
== Editing, Copies, and Projection ==&lt;br /&gt;
&lt;br /&gt;
; Edit Spline&lt;br /&gt;
: A mode for editing the vertices of the selected spline: points can be dragged, added, and deleted. The button is available for manually drawn and imported splines; for ready-made shapes, the form is set by parameters rather than points. The mode&amp;#039;s panel has a &amp;#039;&amp;#039;&amp;#039;Snap Movement&amp;#039;&amp;#039;&amp;#039; checkbox and six buttons — &amp;#039;&amp;#039;&amp;#039;+X&amp;#039;&amp;#039;&amp;#039;, &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;-Y&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;+Z&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;-Z&amp;#039;&amp;#039;&amp;#039; — which align the selected points along the corresponding axis.&lt;br /&gt;
&lt;br /&gt;
; Duplicate&lt;br /&gt;
: Makes a row of copies of the selected object with a fixed step. You set the &amp;#039;&amp;#039;&amp;#039;Count&amp;#039;&amp;#039;&amp;#039; of copies 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;, and &amp;#039;&amp;#039;&amp;#039;Z&amp;#039;&amp;#039;&amp;#039; between them; the copies are shown in the scene immediately as you adjust the values. The &amp;#039;&amp;#039;&amp;#039;Auto Trace&amp;#039;&amp;#039;&amp;#039; checkbox links each subsequent copy to the next fixture in the list — a row of copies immediately gets different fixtures instead of repeating the same one. &amp;#039;&amp;#039;&amp;#039;Enter&amp;#039;&amp;#039;&amp;#039; creates the copies, &amp;#039;&amp;#039;&amp;#039;Esc&amp;#039;&amp;#039;&amp;#039; cancels.&lt;br /&gt;
&lt;br /&gt;
; Spline Cloner&lt;br /&gt;
: Unlike &amp;quot;Duplicate&amp;quot;, this doesn&amp;#039;t create a set of independent copies but a single &amp;#039;&amp;#039;&amp;#039;Cloner&amp;#039;&amp;#039;&amp;#039; object that multiplies the source spline or fixture. The button is available when exactly one spline or single fixture is selected; right after creation, the cloner produces 10 repeats. The count, offset, and rotation of each subsequent repeat are configured in the &amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039; window and can be changed at any time — the source object itself remains a single one. This makes it convenient to build rows of identical strips, staircases, and rings.&lt;br /&gt;
&lt;br /&gt;
; Add Projection&lt;br /&gt;
: Adds a projector object to the scene that shines a composition&amp;#039;s image onto the objects in the scene. The projection is created at the center of the scene and immediately selected; its position and parameters are configured in the &amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039; window. For details, see [[Создание проекции]] and [[Настройки проекции]].&lt;br /&gt;
: When deleting a projection, the program asks for separate confirmation — a configured projector can&amp;#039;t be erased by accident.&lt;br /&gt;
&lt;br /&gt;
== Other things worth knowing ==&lt;br /&gt;
&lt;br /&gt;
* The &amp;#039;&amp;#039;&amp;#039;View → 3D View&amp;#039;&amp;#039;&amp;#039; menu controls what&amp;#039;s drawn in the window: &amp;#039;&amp;#039;&amp;#039;Model Grid&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Auxiliary 3D Objects&amp;#039;&amp;#039;&amp;#039; (cameras, projections, and splines), &amp;#039;&amp;#039;&amp;#039;Show 3D GIF Bounds&amp;#039;&amp;#039;&amp;#039;. The &amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039; key toggles the floor grid on and off.&lt;br /&gt;
* Keyboard navigation: &amp;#039;&amp;#039;&amp;#039;WASD&amp;#039;&amp;#039;&amp;#039; moves the camera, and &amp;#039;&amp;#039;&amp;#039;+&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;−&amp;#039;&amp;#039;&amp;#039; on the main keyboard control the speed of that movement.&lt;br /&gt;
* Undo and redo in 3D work the same way as everywhere else: &amp;#039;&amp;#039;&amp;#039;Ctrl+Z&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Ctrl+Shift+Z&amp;#039;&amp;#039;&amp;#039;. The full list of shortcuts is in the &amp;#039;&amp;#039;&amp;#039;Help → Hotkeys&amp;#039;&amp;#039;&amp;#039; window.&lt;/div&gt;</summary>
		<author><name>LumiBot</name></author>
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