3D Objects: Difference between revisions

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[[ru:3D Объекты]] [[en:3D Objects]]
[[ru:3D Объекты]] [[en:3D Objects]]
The '''3D Objects''' 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.
The '''3D Objects''' window is a list of everything placed in the three-dimensional scene: fixtures, splines, imported models, primitive shapes, cameras and projections. It is used to find a particular 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.


The window is turned on via the menu '''Window → 3D Objects''' and by default it is a tab in the same group as the '''Compositions''', '''Fixtures''' and '''Fixture Groups''' windows. Objects themselves are added to the scene with the buttons of the '''3D View''' window toolbar and by importing models — see [[3D Панель инструментов]] and [[Импорт моделей OBJ]].
The window is turned on via '''Window → 3D Objects''' and by default sits as a tab in the same group as the '''Compositions''' and '''Fixtures''' windows. Objects themselves are added to the scene with the toolbar buttons of the '''3D View''' window and by importing models — see [[3D Панель инструментов|3D Toolbar]] and [[Импорт моделей OBJ|Importing OBJ Models]].


== List columns ==
== List Columns ==


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.
Each row is one scene object. The list is flat: a spline occupies a single row, and the individual fixtures on it are not shown as separate rows. An imported model, on the contrary, usually adds several rows at once — one row per object it is broken down into in the 3D editor.


{| class="wikitable"
{| class="wikitable"
! Column !! What it shows
! Column !! What it shows
|-
|-
| Icon || A pictogram of the object type: single fixture, spline, circle, rectangle, polygon, projection, cloner. Primitives, imported models and cameras have no icon.
| Icon || A pictogram of the object type: single fixture, spline, circle, rectangle, polygon, projection, cloner. Primitive shapes, imported models and cameras have no icon.
|-
|-
| Checkbox || The object's visibility in the '''3D View''' window.
| Checkbox || The object's visibility in the '''3D View''' window.
Line 17: Line 17:
| '''3D Object''' || The object's name.
| '''3D Object''' || The object's name.
|-
|-
| '''Mapping''' || The name of the mapping fixture or spline this object is linked to. Empty means there is no link.
| '''Mapping''' || The name of the mapping fixture or spline this object is linked to. Empty no link.
|-
|-
| '''Address''' || The address of the linked fixture in the form <code>U"universe"-"first channel"-"last channel"</code>. Until the fixture is patched, the universe is not shown.
| '''Address''' || The address of the linked fixture in the form <code>U«universe»-«first channel»-«last channel»</code>. Until the fixture is patched to a port, the universe is not shown.
|-
|-
| '''Fixture''' || The library fixture name that defines the linked mapping fixture — for example '''RGB'''.
| '''Fixture''' || The library fixture name that defines the linked mapping fixture — for example, '''RGB'''.
|}
|}


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.
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.


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 '''Address''' helps find a fixture that ended up in the wrong place in 3D.
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 several dozen objects; sorting by '''Address''' helps find a fixture that ended up in the wrong place in 3D.


== Selection ==
== Selection ==


The list and the scene show the same selection. Select a row — the object is highlighted in the '''3D View''' 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.
The list and the scene show the same selection. Select a row — the object is highlighted in the '''3D View''' 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 blocked by other objects.


Selection works as usual for a list: '''Ctrl''' adds a row, '''Shift''' adds a range of rows. The '''Properties''' window shows the parameters of the last selected object, but many of them — color, visibility — are applied to all selected objects at once.
Selection works the usual way for a list: '''Ctrl''' adds a row, '''Shift''' adds a range of rows. The '''Properties''' window shows the parameters of the last object selected, but many of them — color, visibility — are applied to all selected objects at once.


== Visibility ==
== Visibility ==
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The checkbox in a row turns the object'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.
The checkbox in a row turns the object'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.


Visibility only affects the preview: a hidden object is not drawn in the '''3D View''' 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.
Visibility only affects the preview: a hidden object is not drawn in the '''3D View''' window and does not appear in the 3D GIF preview, but it has no effect on mapping, on sending Art-Net, or on exporting compositions. Most often visibility is turned off for a wall or facade that, from the current angle, blocks the fixtures behind it.
 
Visibility is linked to mapping: if you turn off a fixture's visibility in the '''Fixtures''' window, the linked object disappears in 3D as well.


== Lock ==
== Lock ==


Imported objects, cameras and projections have a '''Lock''' parameter in the '''Properties''' window ('''General''' 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 "sticking" 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 '''3D Objects''' list.
Imported objects, cameras and projections have a '''Lock''' parameter in the '''Properties''' window ('''General''' section). A locked object cannot be selected with the mouse in the scene: clicks and the selection box skip over it. This is used with an imported building model when fixtures are placed along its edges — the model stops "grabbing" the cursor, and the selection box only picks up the fixtures themselves. A locked object can still be selected via its row in the '''3D Objects''' list.


== Names, copies and deletion ==
== Names, Copies and Deletion ==


; Renaming
; Renaming
: The name is edited directly in the '''3D Object''' column. New objects are named after their type: '''Spline001''', '''Circle001''', '''Projection001''', '''Cube'''. A single fixture and a spline share their name with the mapping rename the object in 3D and the linked fixture's name changes in the '''Fixtures''' window too.
: The name is edited directly in the '''3D Object''' column. New objects are named after their type with a three-digit number: '''Spline001''', '''Circle001''', '''Projection001'''; primitive shapes get a name without a number — '''Cube''', '''Sphere'''. A single fixture shares its name with the mapping fixture: rename the object in 3D, and the linked fixture's name changes in the '''Fixtures''' window too. For a spline, the names in 3D and in mapping are independent.


; Copying
; Copying
: '''Ctrl+C''' and '''Ctrl+V''' (or '''Copy''' and '''Paste''' in the right-click menu) create a copy of the selected objects, '''Ctrl+D''' 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]].
: '''Ctrl+C''' and '''Ctrl+V''' (or '''Copy''' and '''Paste''' in the right-click menu) create a copy of the selected objects, '''Ctrl+D''' 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 needs to be assigned its own fixture — see [[Связь 2D и 3D|Linking 2D and 3D]].


; Deletion
; Deletion
: '''Delete''' or '''Backspace''' 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 '''Ctrl+Z'''.
: '''Delete''' or '''Backspace''' removes the selected objects from the scene; the '''Delete''' item in the right-click menu does the same. This does not affect fixtures in mapping: a deleted 3D object disappears only from the three-dimensional scene, while the fixture, its addresses and effects stay in place. The program asks separately before deleting a projection — a configured projector cannot be erased by accident. Any deletion can be undone with '''Ctrl+Z'''.


== What the scene is made of ==
== What the Scene Consists Of ==


=== Objects that light up ===
=== Objects That Light Up ===


Only objects linked to fixtures on mapping light up in 3D: they show what the animation will look like on the real object.
Only objects linked to fixtures in mapping light up in 3D: they show how the animation will actually look on the real object.


; Fixture
; Fixture
: A single 3D fixture. Until a mapping fixture is linked to it, it is called '''No Fixture''' and does not light up. How to assign the link see [[Связь 2D и 3D]].
: A single 3D fixture. Until a mapping fixture is linked to it, it is called '''No Fixture''' and does not light up. For how to assign a link, see [[Связь 2D и 3D|Linking 2D and 3D]].


; Spline
; Spline
: 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 '''Properties''' window it has '''Closed''' — connect the last point to the first — and '''Smooth''' — round off the corners. More details [[Добавление 3D сплайнов]].
: A polyline or curve with fixtures evenly placed along it: a bar, a garland, an outline. Drawn manually or coming from an imported model. In the '''Properties''' window it has '''Closed''' — connect the last point to the first — and '''Smooth''' — round off the corners. For details, see [[Добавление 3D сплайнов|Adding 3D Splines]].


; Line, Circle, Rectangle, Polygon
; Line, Circle, Rectangle, Polygon
Line 73: Line 71:


; Cloner
; Cloner
: A single object that duplicates a chosen spline or fixture. The '''Properties''' window sets the '''Count''' of repeats and the '''Offset''' along '''X''', '''Y''', '''Z''' between them. Rows of identical bars, steps and rings are assembled this way as one row in the list instead of a dozen copies.
: A single object that duplicates a chosen scene object — a spline or a fixture. The source is assigned with the '''Object''' button in the '''Properties''' window, where the '''Count''' of repetitions, and the '''Offset''' and '''Rotation''' along '''X''', '''Y''', '''Z''' between them are also set. Rows of identical bars, steps and rings are thus assembled as a single list entry instead of a dozen copies.


=== Decorations ===
=== Decorations ===


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]]).
These objects do not light up themselves. They exist to show what the fixtures stand on, and so that their vertices and edges make it convenient to place fixtures on them with snapping turned on (see [[3D Панель инструментов|3D Toolbar]]).


; Plane, Cube, Cylinder, Sphere
; Plane, Cube, Cylinder, Sphere
: Primitives: a wall or floor, a box, a column, a ball. Dimensions are set in the '''Properties''' window: '''Width''' and '''Length''' for a plane, '''Width''', '''Height''' and '''Length''' for a cube, '''Height''' and '''Radius''' for a cylinder, '''Radius''' for a sphere.
: Primitive shapes: a wall or floor, a box, a column, a ball. Dimensions are set in the '''Properties''' window: '''Width''' and '''Length''' for a plane, '''Width''', '''Height''' and '''Length''' for a cube, '''Height''' and '''Radius''' for a cylinder, '''Radius''' for a sphere.


; Object
; Object
: A model imported from a <code>*.obj</code> or <code>*.fbx</code> file. Colors and textures come from the file itself; if needed, they are reassigned in the '''Material''' section. How to prepare a model so it breaks down into convenient objects see [[Подготовка модели в 3ds max]].
: A model imported from an <code>*.obj</code> or <code>*.fbx</code> file. Colors and textures come from the file itself and can be reassigned if needed in the '''Material''' section. For how to prepare a model so it splits into convenient objects, see [[Подготовка модели в 3ds max|Preparing a Model in 3ds Max]].


=== Service objects ===
=== Utility Objects ===


; Target Camera
; Target Camera
: 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]].
: A shooting point saved in the project. Cameras are used to view an object from a needed angle, and the view for a GIF preview on export is also chosen from among them. For details, see [[Переключение видов и камер|Switching Views and Cameras]].


; Projection
; Projection
: A virtual projector that shines a composition's image onto the scene's objects. More details [[Создание проекции]] and [[Настройки проекции]].
: A virtual projector that shines a composition's picture onto scene objects. For details, see [[Создание проекции|Creating a Projection]] and [[Настройки проекции|Projection Settings]].


Cameras and projections are drawn in the scene as helper icons. Their display is toggled entirely via the menu '''View → 3D View → Helper 3D Objects''' (the '''F4''' key); they remain in the '''3D Objects''' list regardless.
Cameras and projections are drawn in the scene as helper icons. Their display can be turned off entirely via '''View → 3D View → Auxiliary 3D Objects''' (the '''F4''' key); this also hides the lines of splines that have no fixture linked to them. These objects still remain in the '''3D Objects''' list.


== Object parameters ==
== Object Parameters ==


Select a row and the '''Properties''' window shows that object's parameters. Position, rotation and scale are not duplicated in '''Properties''': they are set by the '''X''', '''Y''', '''Z''' fields on the toolbar of the '''3D View''' window.
Select a row and the '''Properties''' window shows that object's parameters. Position, rotation and scale are not duplicated in '''Properties''': they are set with the '''X''', '''Y''', '''Z''' fields on the toolbar of the '''3D View''' window.


Decorations and imported models have a '''Material''' section:
Decorations and imported models have a '''Material''' section:
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| '''Open''' || Choose a picture file.
| '''Open''' || Choose a picture file.
|-
|-
| '''Glow''' || 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.
| '''Glow''' || The object stops being shaded and is drawn at full brightness in its own color or texture, as if it were self-lit. This is used for signs, screens and backgrounds that should not darken in an unlit scene.
|}
|}


Fixtures and splines have a '''Display Settings''' section instead of Material: it sets how the light source itself looks in 3D — '''Beam Type''', beam '''Length''', '''Angle''' and '''Depth''', '''Pixel Width''', '''Pixel Height''', '''Pixel Length'''. The '''Fixture''' section in the same properties is responsible for the link to mapping.
Fixtures and splines have a '''Display Settings''' section instead of Material: it sets how the light source itself looks in 3D — '''Beam Type''', beam '''Length''', '''Angle''' and '''Depth''', '''Pixel Width''', '''Pixel Height''', '''Pixel Length'''. The '''Fixture''' section in the same properties handles the link to mapping.


== Also useful ==
== Also Useful ==


* The '''Z''' key fits the selected objects into the window and makes them the camera'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 '''Z'''.
* The '''Z''' key centers the '''3D View''' window's camera on the selected object and locks the camera's rotation to it; if nothing is selected, the camera centers on the scene's zero coordinates. The easiest way to find an object lost in the scene is to select its row in the list and press '''Z'''.
* An empty '''Mapping''' column for a fixture or spline is a sure sign it will not light up in 3D: no link is assigned.
* An empty '''Mapping''' column for a fixture or spline is a sure sign it will not light up in 3D: no link has been assigned.
* All actions on the list — renaming, copying, deleting, changing parameters — can be undone with '''Ctrl+Z''' and redone with '''Ctrl+Shift+Z'''.
* All actions on the list — renaming, copying, deletion, parameter changes — can be undone with '''Ctrl+Z''' and redone with '''Ctrl+Shift+Z''' or '''Ctrl+Y'''.

Latest revision as of 13:48, 3 September 2026

The 3D Objects window is a list of everything placed in the three-dimensional scene: fixtures, splines, imported models, primitive shapes, cameras and projections. It is used to find a particular 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.

The window is turned on via Window → 3D Objects and by default sits as a tab in the same group as the Compositions and Fixtures windows. Objects themselves are added to the scene with the toolbar buttons of the 3D View window and by importing models — see 3D Toolbar and Importing OBJ Models.

List Columns

Each row is one scene object. The list is flat: a spline occupies a single row, and the individual fixtures on it are not shown as separate rows. An imported model, on the contrary, usually adds several rows at once — one row per object it is broken down into in the 3D editor.

Column What it shows
Icon A pictogram of the object type: single fixture, spline, circle, rectangle, polygon, projection, cloner. Primitive shapes, imported models and cameras have no icon.
Checkbox The object's visibility in the 3D View window.
3D Object The object's name.
Mapping The name of the mapping fixture or spline this object is linked to. Empty — no link.
Address The address of the linked fixture in the form U«universe»-«first channel»-«last channel». Until the fixture is patched to a port, the universe is not shown.
Fixture The library fixture name that defines the linked mapping fixture — for example, RGB.

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.

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 several dozen objects; sorting by Address helps find a fixture that ended up in the wrong place in 3D.

Selection

The list and the scene show the same selection. Select a row — the object is highlighted in the 3D View 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 blocked by other objects.

Selection works the usual way for a list: Ctrl adds a row, Shift adds a range of rows. The Properties window shows the parameters of the last object selected, but many of them — color, visibility — are applied to all selected objects at once.

Visibility

The checkbox in a row turns the object'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.

Visibility only affects the preview: a hidden object is not drawn in the 3D View window and does not appear in the 3D GIF preview, but it has no effect on mapping, on sending Art-Net, or on exporting compositions. Most often visibility is turned off for a wall or facade that, from the current angle, blocks the fixtures behind it.

Lock

Imported objects, cameras and projections have a Lock parameter in the Properties window (General section). A locked object cannot be selected with the mouse in the scene: clicks and the selection box skip over it. This is used with an imported building model when fixtures are placed along its edges — the model stops "grabbing" the cursor, and the selection box only picks up the fixtures themselves. A locked object can still be selected via its row in the 3D Objects list.

Names, Copies and Deletion

Renaming
The name is edited directly in the 3D Object column. New objects are named after their type with a three-digit number: Spline001, Circle001, Projection001; primitive shapes get a name without a number — Cube, Sphere. A single fixture shares its name with the mapping fixture: rename the object in 3D, and the linked fixture's name changes in the Fixtures window too. For a spline, the names in 3D and in mapping are independent.
Copying
Ctrl+C and Ctrl+V (or Copy and Paste in the right-click menu) create a copy of the selected objects, Ctrl+D 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 needs to be assigned its own fixture — see Linking 2D and 3D.
Deletion
Delete or Backspace removes the selected objects from the scene; the Delete item in the right-click menu does the same. This does not affect fixtures in mapping: a deleted 3D object disappears only from the three-dimensional scene, while the fixture, its addresses and effects stay in place. The program asks separately before deleting a projection — a configured projector cannot be erased by accident. Any deletion can be undone with Ctrl+Z.

What the Scene Consists Of

Objects That Light Up

Only objects linked to fixtures in mapping light up in 3D: they show how the animation will actually look on the real object.

Fixture
A single 3D fixture. Until a mapping fixture is linked to it, it is called No Fixture and does not light up. For how to assign a link, see Linking 2D and 3D.
Spline
A polyline or curve with fixtures evenly placed along it: a bar, a garland, an outline. Drawn manually or coming from an imported model. In the Properties window it has Closed — connect the last point to the first — and Smooth — round off the corners. For details, see Adding 3D Splines.
Line, Circle, Rectangle, Polygon
Ready-made spline shapes. Their points cannot be edited: the shape is set by numbers in the Properties window — Length for a line, Radius and Angle for a circle, Width and Height for a rectangle, Number of Sides and Radius for a polygon.
Cloner
A single object that duplicates a chosen scene object — a spline or a fixture. The source is assigned with the Object button in the Properties window, where the Count of repetitions, and the Offset and Rotation along X, Y, Z between them are also set. Rows of identical bars, steps and rings are thus assembled as a single list entry instead of a dozen copies.

Decorations

These objects do not light up themselves. They exist to show what the fixtures stand on, and so that their vertices and edges make it convenient to place fixtures on them with snapping turned on (see 3D Toolbar).

Plane, Cube, Cylinder, Sphere
Primitive shapes: a wall or floor, a box, a column, a ball. Dimensions are set in the Properties window: Width and Length for a plane, Width, Height and Length for a cube, Height and Radius for a cylinder, Radius for a sphere.
Object
A model imported from an *.obj or *.fbx file. Colors and textures come from the file itself and can be reassigned if needed in the Material section. For how to prepare a model so it splits into convenient objects, see Preparing a Model in 3ds Max.

Utility Objects

Target Camera
A shooting point saved in the project. Cameras are used to view an object from a needed angle, and the view for a GIF preview on export is also chosen from among them. For details, see Switching Views and Cameras.
Projection
A virtual projector that shines a composition's picture onto scene objects. For details, see Creating a Projection and Projection Settings.

Cameras and projections are drawn in the scene as helper icons. Their display can be turned off entirely via View → 3D View → Auxiliary 3D Objects (the F4 key); this also hides the lines of splines that have no fixture linked to them. These objects still remain in the 3D Objects list.

Object Parameters

Select a row and the Properties window shows that object's parameters. Position, rotation and scale are not duplicated in Properties: they are set with the X, Y, Z fields on the toolbar of the 3D View window.

Decorations and imported models have a Material section:

Parameter Purpose
Color The object's color. Applied to all selected objects at once.
Enable Texture Show a picture on the object instead of a flat fill.
File Name The path to the current picture, a read-only field.
Open Choose a picture file.
Glow The object stops being shaded and is drawn at full brightness in its own color or texture, as if it were self-lit. This is used for signs, screens and backgrounds that should not darken in an unlit scene.

Fixtures and splines have a Display Settings section instead of Material: it sets how the light source itself looks in 3D — Beam Type, beam Length, Angle and Depth, Pixel Width, Pixel Height, Pixel Length. The Fixture section in the same properties handles the link to mapping.

Also Useful

  • The Z key centers the 3D View window's camera on the selected object and locks the camera's rotation to it; if nothing is selected, the camera centers on the scene's zero coordinates. The easiest way to find an object lost in the scene is to select its row in the list and press Z.
  • An empty Mapping column for a fixture or spline is a sure sign it will not light up in 3D: no link has been assigned.
  • All actions on the list — renaming, copying, deletion, parameter changes — can be undone with Ctrl+Z and redone with Ctrl+Shift+Z or Ctrl+Y.