OBJECTS Workspace
Last updated
Last updated
Welcome to the OBJECTS Workspace. The tools in this workspace are designed around the spawning and positioning of extra 3D Assets in your workspace.
Starting with the top toolbar, you'll see a set of 6 icons, each referring to a different tool used to interact with placed objects. These tools are, respectively:
Runtime Objects must be located in your Runtime Objects directory. If you use the open file dialog to navigate away from the initial Runtime Objects folder, you will get an error.
Each individual object MUST reside in its own dedicated sub-folder alongside any separate (but necessary) files (like textures or .mtl files). For example, if you have a bunch of 'crime-scene' related objects, you DO NOT want the structure to look like this: - Runtime Objects/ - - Crime Objects/ - - - gun.fbx - - - knife.fbx - - - Blood Splatter 1/ - - - - blood_splatter_1.obj - - - - blood_splatter_1.mtl - - - - blood_splatter_1.jpg RSET is expecting each directory to house a singular object and ALL necessary extra files. In this example, gun.fbx and knife.fbx are not in their own sub-directories. Trying to include these in an exported scenariopak would mean ALL the files in Crime Objects would get written to the scenariopak. REMEMBER, all child and sibling files alongside the target object will get shoved into the scenariopak. This is to ensure we pick up the necessary texture/material/source files required for some 3D Assets. The correct way to store the above would be: - Runtime Objects/ - - Crime Objects/ - - - Gun/ - - - - gun.fbx - - - Knife/ - - - - knife.fbx - - - Blood Splatter 1/ - - - - blood_splatter_1.obj - - - - blood_splatter_1.mtl - - - - blood_splatter_1.jpg
A majority of 3D assets made available online (via sites like TurboSquid, CGTrader, or SketchFab) will have incorrect scaling for RSET. A lot of times these objects will be MASSIVE when imported. A common conversion factor is to scale these objects to 0.01 in all axes.
RSET provides some minimal object libraries for your use. At the time of writing these include a few objects, some trees, and a variety of animated doors
We will be expanding the included assets in the future as well as offering additional asset packs that will expand the built-in options.
MOVE Gizmo (hotkey W): With an object selected, click the icon or hit the hotkey to display the move Gizmo. Click and drag either the arrows or on the small green/blue/red planes to move an object along an axis or along a 2D Plane. Pressing and holding SHIFT gives you a plane parallel to the camera view as seen in the second photo below:
ROTATE Gizmo (hotkey E): Click and drag the outer white circle to rotate the object around a plane parallel to the camera. Click and drag the object itself to dynamically rotate. Or click and drag one of the three circles to drag around the respective axis.
SCALE Gizmo (hotkey R): Click and drag the white box to uniformly scale the object, or click and drag a colored box to scale in the direction of that axis. You can also press and hold SHIFT to switch to a planar uniform scale, where clicking and dragging one of the triangles that appears will uniformly scale the object in two axes at once.
BOX SCALE Gizmo (hotkey T): Click and drag a dot to scale the object in one direction only. Compared to the SCALE gizmo, which will scale uniformly in both directions of an axis at once, the BOX SCALE lets you scale in only one direction at a time.
EXTRUDE Gizmo (hotkey Q): Clicking and dragging an arrow will 'extrude' additional copies of the object in the specified direction. Ideal for creating lines of objects (e.g. boxes or cones). Note that this works on selections of objects as well. Does NOT work for all objects.
UNIVERSAL Gizmo (hotkey U): This gives access to the most used tools all at once. Click and drag the center white square to uniformly scale, click and drag the planes or axis arrows to move, or click and drag the circles to rotate.
Clicking the LOAD OBJECT tool (next to the gizmo tool set) will open up the Runtime Object file dialog. This option lets you curate your own 3D asset library for use in your scenarios. HOWEVER, due to the wide variability of file types supported, there are some important rules you must follow when using your own runtime objects: