Edit Mode
In Edit Mode, 3D Artists and Self-Service Users can craft the 3D scene. In this step of the workflow, models can be imported to the scene from the File Explorer, and a hierarchy view shows the taxonomy of each glTF. All the nodes in a glTF can be viewed and managed using the properties panel.
Types of nodes include
- Meshes
- Materials
- Textures
- Cameras
- Lights
- Environments
- Hotspots
- Animations
- Locators & Positions
Any changes to a Project in Edit Mode are logged in the History tab. Users can revert individual changes from the history ledger, and view who made a change along with a timestamp, allowing for effective and transparent collaboration.
Scene Hierarchy
Section titled “Scene Hierarchy”[ ] TODO: Brief overview of what the Scene Hierarchy is for, how to use it, and how a scene can be made up of multiple glTFs.
Adding glTFs to the Scene
Section titled “Adding glTFs to the Scene”[ ] TODO: How to use the the “Add to Scene” button to open the File Explorer and either select an already uploaded glTF to add, or upload a new one.
Environments
Section titled “Environments”[ ] TODO: How to add/upload environments to the scene, describe how “environment” here means like an HDR file and not actually 3D geometry like a skybox/ground plane/anything else, etc.
Cameras
Section titled “Cameras”[ ] TODO: Describe how cameras work, how to add new ones to the scene (i.e. in each glTF), the difference between the main “Viewport Camera” and other cameras within glTFs, etc.
Post Processing
Section titled “Post Processing”[ ] TODO: Add content here about post processing effects that can be enabled (currently only anti-aliasing).
Hotspots
Section titled “Hotspots”[ ] TODO: Add content here about how to add & position hotspots in the scene, what the occlusion settings do, etc.
Scene History
Section titled “Scene History”[ ] TODO: Describe how this ledger in the History tab works, how the scene has to “replay” the history in order to get to the current state of everything, etc.
Reverting Changes
Section titled “Reverting Changes”[ ] TODO: Show how to undo/redo changes from the history ledger.
[ ] TODO: describe how each imported glTF has its own set of nodes/materials/etc. that can be modified.
Positioning
Section titled “Positioning”[ ] TODO: Add content here what these positioning settings are for and how to use it.
[ ] TODO: Add content here what the node tree is, how to add new nodes, etc.
Materials
Section titled “Materials”[ ] TODO: Add content here about materials, material management, etc.
Textures
Section titled “Textures”[ ] TODO: Add content here about how to add new textures from the File Explorer, how to use the Texture Compression tool to set initial/desktop/mobile textures.
Cameras
Section titled “Cameras”[ ] TODO: Add content here about how to add new camera nodes and how to configure them.
Animations
Section titled “Animations”[ ] TODO: Add content here about how to work with animations, and probably a callout that you should create/export them from your 3D software of choice (like Blender) before importing the glTF into the Editor.