Object Properties lists all the components and properties of an object and allows you to edit their values. Expand each of the 7 menus to access available settings.
- General: Allows renaming and adding of the object to a group. Visibility state can be controlled depending on viewing mode: Standalone or Device Visibility mode.
Override Parent Visibility: You can disable parent-children object relationship. (When you set visibility mode on an object, all its children will get the same value, unless you override parent visibility on the child.)
- Transform: Numerically controls "Position, Rotation and Scale". All values can be copied by right clicking.
Use W,E,R change gizmo modes to translate/rotate/scale. Here are Tips and Shortcuts for navigating the scene.
Tip: The Snap Settings also influence the "increment arrows" in the Transform fields (and the behavior of the gizmo as well while pressing ctrl).
Tip 2: each of the values can be separately linked back to the default state, in case wanted, this function is available trough the right click menu.
Tip 3: try to avoid none-uniform scaling. Non-uniform scaling, is scaling where x, y and z, do not have the same value (eg. 1, 2 ,2).
The main reasons for this are:
- It can have a negative impact on rendering performance (CPU and GPU load)
- There are some limitations in re-parenting objects with non-uniform scaling which might result in unexpected results.
- Rotating objects with non-uniformly scaled parents might result in unexpected behavior.
- Pivot: Can be adjusted and reset at anytime.
You can edit a pivot on an object, if available. The location of the axis of rotation is referred to as the 'pivot point' of an object. The Set Pivot window has a few options to assist you in editing the position of the pivot point of an object. Pivot Position contains the X, Y and Z values for the location of the local coordinate pivot based on the center of the object.
There are 2 modes you can switch between for displaying these values:
Relative: The values are based on the boundaries of the object relative to its center. Where “1” or “-1” equals the boundary of the geometry on the respective axis.
Absolute: The values shown in this mode are Unity units from the center of the object.
Reset: Resets the position of the pivot to the state it was in when the object was imported.
- Materials: Provides direct access to materials used.
- Triggers: Allows "Move to Step", "Visibility", "Callout" and "Project Link"
If enabled, allows you to add interactivity to scene objects. It can be set up to allow an object to act as a button that takes the user to another step anywhere in your scene or an ON/OFF switch that controls the visibility of a specified object. Object triggers can be applied to Callout.
- Callout: Allows adding of Title and description to an object or part of an object.
Callouts are descriptive text boxes that can be added to 3D objects. If enabled, allows you to create annotations and anchor them to specific parts. Check out how Callouts work.
- Billboard: Can be configured to allow object face viewer at all times.
- Metadata: Objects that contain metdata will show that metdata in the Object properties. Metadata can be imported trough the regular importer, excluding .fbx and .obj format.
If you attempt importing metadata trough a Pixyz Studio pipeline, we recommend using the .glb format (as opposed to .fbx).
Custom Metadata can also be added within Create.
Add it by clicking Add Metadata
Then "Search" (existing metadata categories on other objects will be listed, except for the ones already present), or "Create New".
You can type the category straigh into the search box, or click Create New first, which will open a modal.
This will create a new metadata field, where you can add your custom metadata too.
Note: You can use metadata as text variables in Object Properties. Concreately this means you can use them in Callout Title or Description. To use the auto complete, type #meta, and you will see a dropdown auto complete list containing all available metadata on the node.