Resource Manager: Model Editor – Arma Reforger
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{{Feature|informative|{{hl|(EV)}} is sometimes used in the following documentation (in e.g '''Environment''', '''Lighting''' and '''Camera Settings''');<br> | {{Feature|informative|{{hl|(EV)}} is sometimes used in the following documentation (in e.g '''Environment''', '''Lighting''' and '''Camera Settings''');<br> | ||
this means Exposure Value - see Exposure value on Wikipedia for more information.}} | this means Exposure Value - see {{Wikipedia|Exposure value|Exposure value on Wikipedia}} for more information.}} | ||
==== Scene preset ==== | ==== Scene preset ==== |
Revision as of 13:10, 27 May 2022
Horizontal bar
Tool name | Description |
---|---|
Show/hide grid | Shows or hides 1m grid on XZ plane |
Move tool | Shows move gizmo in the origin of the object |
Rotate tool | Shows rotate gizmo in the origin of the object |
To world/object space | Switches between world and object space when using move and rotate tools |
Show/hide all bones | Shows or hides bones in model (if has any).
It is possible then to select bone in viewport by clicking on it and move or rotate it via move and rotate tools |
Reset model bones transformations to init state | Pretty self-explanatory |
Show/hide volumetric info | Shows generated information about volumetric shadows
Heightmap shadows |
Colliders | Shows all colliders in object
Can show them in two modes:
|
Snap position to ground | Snap object to the ground by its origin |
Reset entity rotation | Revert any rotation (not 3D movement) the object endured. |
Change FOV | Changes field of view of the camera (valid values are 5-120) |
Background color | Shows color picker so you can choose custom background color.
Also it is possible to reset it to default color. |
Camera auto placement | |
Turn camera to POI on mouse wheel | When enabled, Scroll wheel will zoom in maximum to the object.
When disabled, Scroll wheel will zoom towards the centre of the screen. |
EV tools - lock, plus and minus | Enables user controlling exposure values - locking it or increasing and decreasing EV values. |
The following tools appear only with .xob files (not e.g .et) | |
Pick material | Enables pick tool which shows wireframe overlay over part of the model you hover over, on LMB click, it selects material in Materials tab.
Shortcut: Ctrl + |
Focus selected object | Focuses on model in viewport, also accessible via F key. |
Viewport UI
View
Switch between perspective and orthographic view
- The perspective view, allows to rotate the camera around
- All other views can only pan around:
- Top
- Bottom
- Front
- Back
- Right
- Left
Shading
Shading options are divided in two sections - Lighting and Channels.
It enables users to isolate each "pass" in viewport. Only one lighting and channel can be isolated at once.
Lighting |
Channels |
---|---|
|
|
Overlays
Wireframe
Display wireframe overlay over the mesh.
Vertex normals
Display vertice normals.
Vertex highlight
Display vertices in mesh.
Options
Search bar
Search through all property names to find the needed one.
Scene preset
Preset names
This is a read-only list of available presets.
Active preset
Choose the preset to use/edit.
Scene settings
Grid
Show or hide the grid.
Grid Color
Set grid's color.
Num. cells
Define how many cells will compose the grid's X and Y axis.
Cell scale
Define cells' size. Default value is 1 (meter).
Ground
Show or hide the ground.
Ground material
Set the material used for the ground.
Compass
Show or hide compass (top-right).
Axis
Show or hide X/Y/Z axis (bottom-left).
Wireframe settings
Opacity
Set the wireframe's display opacity.
Overlay settings
Color
Define the overlay color (when selecting e.g Overlay > Wireframe).
Constant screen size
If enabled, zooming in will not change overlay's size.
If disabled, overlay will remain the same size and zooming in/out will show it bigger/smaller.
Vertex highlight scale
Scale vertex highlight in range 0..4.
Vertex normal scale
Scale vertex normal in range 0..4.
Environment settings
Top background color
Set environment top light's color.
Zenith background color
Set environment zenith (horizon) light's color.
Bottom background color
Set environment bottom light's color.
Environment map
Set the environment's skybox.
Background opacity
Set skybox's opacity over Top/Zenith/Bottom background color.
Hide env map
Environment exposure (EV)
Set environment exposure.
Angle
Rotate the skybox in range 0..360 (degrees).
Lighting settings
Light color
Set the world light's color.
Light exposure (EV)
Set world light's exposure.
Angular size in degrees
Set world light's angular size in degrees, range 0..20°.
Rotation
Set world light's angle of incidence in degrees. X range -90..+90°.
Keyboard shortcut: ⇧ Shift (Y axis) and Alt + ⇧ Shift (X axis).
Camera settings
Camera exposure (EV)
Set the camera exposure.
Lock exposure
Lock the camera exposure to its current value (even if adjusting).
FOV (Degrees)
Set the camera's Field of View.
Camera position
Set camera's position - unit is in metre. { 0, 0, 0 } is the centre of the area.
Camera angles
Set camera's angle - unit is in degrees.
Postprocessing
User postprocesses
Set post process
By default, ssr.emat and hbao.emat are set.
Preset buttons
Save preset
This button will save the currently edited preset. If none is actually selected, it acts as pressing New preset.
New preset
Create a new preset to be used in
Compass
The "compass" is a 3D representation of the camera's point of view.
Its sections can be clicked to make the camera "face" and centre the chosen section.
Details Tab
Materials
Materials (.emat) are surface information that can be applied on models.
This tab allows to:
- Browse through model's materials
- Click on them to highlight them with wireframe overlay in viewport
- Click on the icon of material to edit it while observing change directly on model
- Isolate material to see just part of the mesh which uses it
LODs
A LOD (Level Of Detail) is a version of a 3D model that is more or less detailed in order to save resources according to e.g its distance from the camera's point of view. For more information, see Level of detail Wikipedia page.
This tab allows to:
- Browse through LODs, look at their statistics (number vertices, faces, materials, meshes)
- Force to show only specific LOD if you click on LOD X tab
- Check out specific meshes in each LOD (they will be highlighted in viewport with wireframe overlay) and view UVs for each mesh
Force selected LOD to render
Enable the selected LOD to render in the viewport.
Unselect LOD
Deselect the currently selected LOD.
By default, LOD 0 will be the one displayed.
Colliders
A collider is a very simple 3D shape that provides collision information to the physics engine. See also Collider Wiktionary page.
Options
Hide mesh
Hide the object's mesh when colliders are shown (e.g with "Filter colliders" selected).
Show center of mass
Show collider outlines
Transparent colliders
High contrast background
Filter colliders
Show invalid shapes
Layers
Center of mass
Vertices
Faces
Colliders
Browse through colliders and list their statistics:
- Type
- Material
- (Relative) Coordinates
- Angles
- Vertices
- Faces
- LayerPreset
- Interaction layers
Occluders
This tab allows to:
- Project or show all occluders at once or separately by selecting them in the list
- See their type, number of vertices and coordinates with bounds
Project all occluders
Show all occluders
Land Contacts
Land Contacts are points in model (dummies, empties) which are positioned on place where model should snap to the ground.
It is mostly used on fences, walls, etc.
They are marked in viewport as horizontally placed green circles.
Bones
- Viewing bones, moving bones around (translation, rotation)
- Hierarchy
- Difference between bone and empty
- Link to "general" animations docu, where there should be more info
Runtime Details
In here, you can see various information about model:
- Current LOD
- Number of Faces
- Number of Vertices
- Number of Landcontacts
- Approximate size (in meter)
- Allocated VB (Video B… uffer?
- Number of materials
- Number of textures
- Total textures size (on the disk)
- Volume info (grid usage)
- Surface, Triangle and Indices information from under the cursor (when on model)
Import Settings Tab
Each tab represents the import option for the related platform.
General
Present
Whether the resource will be imported and available in data.
Source File
Can be used to override source file to any compatible file (model) in folder.
Common
Common parameters which can be shared via config file (for the file type).
Miscellaneous
Merge Meshes
Importer will merge visual meshes in each LOD.
Export Skinning
Imports skinning (if any is present in source file).
Export Scene Hierarchy
Imports scene hierarchy (if any is present in source file).
Usable for e.g. dummies (empties, locators), which are then used as sockets, or just general position info.
Modify material names
Switches "_" to "/" in material name upon import.
Legacy Support
Import resource with legacy (enforce) rules.
Transform
User can scale, offset and rotate model directly on import.
Visual
Remove LODs
Removes LODs, from the lowest.
No Optimize
Skips topology optimalization.
Material Assigns
Materials can be reassigned to different ones per platform.
Physics
Merge Tri Meshes
Imported will merge all trimeshes to least amount possible.
Phys Material Assigns
Obsolete, should not be present.
Geometry Params
Layer Preset, Surface Properties, Mass and Margin can be set for each collider.
COM Autocenter
Autocenters the center of mass (to the volume center of the object).