Preferences
- Environment Options
- General Options
- Easy Mode
- Auto Save
- Animation Options
- Properties Panel - Favorites
- Shortcut Customization
- Perspectives
- Widgets
- Scripting
- Language
- State Machine
- Fusion
- Configure Source Control
- Configure Imported Bitmap Name Suffix
- Configure the Smart Importer
- Editor Options
- Graphic Options
- Plugin Options
- Export / Import
Environment Options
General Options
SceneComposer Customization can be done via menu bar [ File > Preferences... ].
Hide warnings and messages from imports in Problems panel
If enabled, warnings and messages from imports in the Problem panel will be hidden.
Automatically Tick Camera
If enabled, Camera rendering will be automatically enabled when a Camera is linked to a Render Target. Also, this setting only applies to Camera that are newly linked to Render Target, and does not affect the settings of Cameras that are already linked to Render Target.
Disable Previews
If enabled, image file previews will be hidden, which may improve Scene Composer performance (e.g. when importing a large number of images).
Enable Detailed Logging
If enabled, more detailed Scene Composer log files will be output, which may be useful for debugging analysis and performance improvement.
File
This is the path to the detailed log file.
Configuration folder
This is the path to the folder where all Scene Composer configuration files are saved.
Screenshot Output Folder
This sets the output destination for taking Display screenshots.
The default output destination is C:\Users\...\AppData\Roaming\SceneComposer\Screenshots.
You can take a Display screenshot using the following steps.
- Display the desired Display panel using one of the following methods.
- In the Render Target panel, double-click the desired Display.
- From the menu bar, click [ View > Display ] and then click the desired Display.
- Take a screenshot using one of the following methods.
- In the Render Target panel, click [ Save Screenshot ] from the context menu of the desired Display.
- From the context menu of the desired Display panel, click [ Save Screenshot ].
- With the desired Display panel active, press <F12>.
Once the screenshot is taken, the Screenshot output folder will open and you will see that the screenshot image has been saved in PNG file format.
Help file
This is the path to this document (CGI Studio Documentation).
Search Tolerance
The percent value given to the option "Search Tolerance" is taken in to account during the search operation for properties of type Float, Color when the operator "about equal" is used.
Tab size / Replace tabs with spaces
The user can change the tab size and decide if tabs should be changed to spaces. This option is available for editing shaders in the Shader Editor panel ("View" > "Editors" > "Shader Editor").
There are platforms which do not allow shaders editing operation.
Number of visible recently opened solutions
Sets the maximum number of recently opened solutions to be displayed in the Startup panel (maximum: 20).
Make All Suppressed Dialogs Visible Again
"Make all suppressed dialogs visible again" option enables the display of the dialog boxes asking confirmations for generate asset and import FBX files option. One can disable the option of displaying these dialog boxes by unchecking the "Always show this dialog" option.
Easy Mode
Overview
Easy Mode is a feature that allows you to customize the properties of each element. For example, unused properties can be hidden in the properties panel to organize a large number of properties. You can also export/import customized property configuration files. This allows each user (designer, programmer, etc.) to use the most appropriate property configuration file.
This feature was implemented in CGI Studio 3.12 and earlier as a function to generate Easy Mode configuration files using the "SceneComposerConfigurator.exe" file. From CGI Studio 3.13 onward, this has been updated to make it easier than ever to set Easy Mode from "Preferences" in Scene Composer.
Target Elements
The following elements can have their properties customized in Easy Mode.
- Behavior
- Effect
- Node(Node 2D、Node 3D)
Customizable Items
The following properties can be customized.
- Visibility (show/hide in properties panel)
- Read-only
- Initial value (initial value of a property)
Items of customizable properties differ for each property.
Customizing properties
- Open Preferences dialog from [File>Preferences...] on the menu bar.
- In Preferences dialog, select [ Environment > Easy Mode ].
- Select the properties of any element and set the visibility/read-only/default values for the properties.
Example of setting the initial value of TextNode2D's Text property to "Default text".
Export/Import
Export
The configuration of each property item set in the Preferences dialog can be exported as an XML file. Export is performed by clicking the [ Export ] button in the upper right corner of the Preferences dialog.
Import
You can import a previously exported XML file by clicking the [ Import ] button in the upper right corner of the Preferences dialog.
Restore defaults
The [ Restore defaults ] button in the lower right corner of the Preferences dialog restores each property that has already been set to the default settings.
Clicking [ Restore defaults ] button will return to the default settings all property entries for all elements. Please be careful when executing this function.
Auto Save
Autosave solution
Instead of manually saving an ongoing solution at different times, the user has the possibility to set the automatically process of saving the solution.
If the user enables this setting (Disabled by default), the SceneComposer automatically saves your document at certain intervals (30 seconds). If the user is highly concerned about losing data, the interval can be decreased. But if the user is distracted by the hard drive crunching too often, it is possible to increase the interval. Either way, changing this interval is easy by using the "Interval" cursor.
A backup can be created manually by using the "Create Backup" button. In the same way a backup can be renamed or deleted.
Save snapshot
Saving snapshots function is important for reducing the risk from unexpected outages. By automatically generating snapshots at set intervals, SceneComposer gives to the user the ability to restore the system to a previous valid state. A "Creating snapshot..." message is displayed in the title bar when the backup solution is made. The "Save snapshot" option lets the user to specify:
- Snapshot interval (minutes): By using the cursor the user can choose a value between 1 and 300 seconds. The default frequency is 30 seconds.
- Number of snapshots: Multiple snapshots can be saved. The default number of snapshots retained is five.
All the saved snapshots can be accesed via Solution Options panel. There, in the "Data Backup" section, the latest snapshots are available in the "Backups for the current solution" field. The user can select one of them in order to restore the solution to it.
Any restore point of the solution can be found on the hard disk as follows:
...\AppData\Local\SceneComposer\sol\...
Animation Options
Enable animation grid
The animation grid represents a collection of lines at a configurable step size for each axis (Grid X Frequency and Grid Y Frequency) that is rendered in the background of the CurveEditor of the AnimationTimeline panel.
Grid X Frequency
If [Enable animation grid] is enabled, set the interval for displaying the animation grid along the X axis.
Grid Y Frequency
If [Enable animation grid] is enabled, set the interval for displaying the animation grid along the Y axis.
Enables animation snap to grid
The "Enables animation snap to grid" option enables the keyframes to become aligned to the grid when being translated in the Curve Editor of AnimationTimeline panel.
Snap Sensitivity
If [Enables animation snap to grid] is enabled, set the desired sensitivity (the range is the distance to guideline where the keyframes stick to the grid).
Snap when shifting animation keyframes
If enabled, animation keyframes can be set in units of 5 frames on the animation timeline. If disabled, they can be set in units of 1 frame.
Properties Panel - Favorites
Enable favorites
You can save any property as a favorite property.
Add / Remove Properties to Favorites
Any property can be saved as a favorite property just by right-clicking on it, after the favorites are enabled. A "Favorites" category will appear in the Properties, where you can see all the selected favorite properties.
Right click on a property in the "Favorites" category and select "Remove from Favorites" in the context menu to remove a single one.
Import favorities... / Export favorities...
Use "Export favorites..." in the "Environment - Property" section for saving all the selected favorite properties on a chosen location (as an .XML document). Any exported .XML favorites document could be imported by using the "Import favorites..." button from the "Environment - Properties panel" section.
Reset favorites
The "Reset favorites" button in the "Environment - Properties" panel section allows to reset all the available favorite properties.
Show Asset ID as hexadecimal
If enabled, Asset IDs (ID property in the Assets section of the Properties panel) are displayed in hexadecimal, if disabled they are displayed in decimal.
Shortcut Customization
Shortcut Options
SceneComposer provides many default shortcuts available on a list that can be accessed from the "Help" > "Hot keys" menu or by using the shortcut Ctrl + H.
Due to the huge number of available hot-keys (shortcuts), it could be difficult to find a specific hot-key. In order to solve this issue, a search option is available in the upper side of the Hot Key panel ("Help" > "Hot Keys").
It is possible to create a different profile (i.e. "Hot keys" list) on which the user can set his/her own shortcuts. In the "Environment" section from the "Preferences", the "Shortcuts" panel allows the creation of new shortcuts.
Practically speaking, the user may create as many new profiles as are necessary, every of them with its own shortcuts. Every of these new profiles can be saved, exported (to make a list of all new shortcuts available), or deleted. If the user creates a new shortcut based on a default shortcut from the "Default Profile", the new shortcut has to be associated with a new profile - created by using "Save As" option.
It is not possible to create a shortcut by using the "Shift" + key or "Alt" + key.
Create Shortcuts
To create new shortcuts there are three major steps:
Select one of the operations for which you would like to create a new shortcut in the left panel.
Here you have two different possibilities:
- Remove the default shortcut by clicking "X" Button in column "Remove". Click in the "Press shortcut keys" field and press the new shortcut keys - a new shortcut is created.
- Create a new shortcut (without removing the default shortcut) by clicking in the "Press shortcut keys" field and pressing the new shortcut keys. In that case the new shortcut will appear under the default one.
| (1) | Profile | Applied Shortcut Profile |
| (2) | Delete | Delete the shortcut profile selected in (1) |
| (3) | Save | Save the shortcut profile selected in (1) |
| (4) | Export… | Export the shortcut profile selected in (1) |
| (5) | ー | Commands for which shortcuts can be assigned are listed. |
| (6) | ー | Displays the shortcut for the selected command selected in (5). |
| (7) | Shortcut target |
Set the Panel on which the shortcut is available. (If set to "Global," the shortcut will be available in all Panels.) |
| (8) | Press shortcut keys | Click this field and press the shortcut key you want to add. |
| (9) | Click Target | If you want to add a mouse operation to a shortcut, perform the mouse operation in this field. The mouse operation performed will be displayed in (8). |
| (10) | ー | Add the shortcut displayed in (8) to the shortcut profile. |
| (11) | Currently used for | You will be notified if a shortcut added in (8) or (9) is being used by another command. |
After all the new shortcuts are created the "Save As" button may be used to create a new profile with a desired name or just press the "OK" button to save all newly created shortcuts in the "Custom" profile.
It is possible to use many shortcuts associated with the same operation in a specific profile. In this way, you have the opportunity to use different shortcuts for the same operation.
If the new selected shortcut is used for another operation, you will be notified in the field entitled "Currently used for".
If you would like to get back the default shortcuts, the "Restore defaults" button provides the possibility to get them back.
Perspectives
Any saved perspective (Display layout of each panel of Scene Composer) can be exported in order to use it any time when is necessary. This operation can be done via "Preferences" panel: "File" > "Preferences".
Here in the "Environment" section of the panel a "Perspective" section provides two buttons: "Import perspectives" and "Export perspectives". By using them the export/import operations can be performed.
Widgets
Two options for disabling widgets are available in the Preferences menu:
Enable widget instantiation
True by default. If this option is disabled, the widgets will still be accessible in the solution, but they will not be instantiated by SCHost, therefore their behaviour will not be available. Disabling this option will disable the following one and may help figuring out if a widget corrupts content within a solution/scene.
This option becomes available just after the application is restarted.
Enable widget update
True by default, indicates whether or not the widgets will be updated. By using the "Enable/Disable updating for all widgets in all scenes" button, the user can control whether the widgets from all scenes will be updated or just the ones from the current scene.
If this option is disabled, the Update() method of the widget will not be called by SCHost and also the "Enable/Disable updating for all widgets in all scenes" button from the toolbar will be disabled.
See also:
-
-
- Update Widgets in all Scenes in SceneComposer User Manual
- Update Widgets in all Scenes in SceneComposer User Manual
-
Scripting
The user can edit scripts by using an external editor, too. The script code will be automatically updated and validated in SceneComposer after any modification in the external editor. Any error will be showed. To set up the path to the external editor a specific section is available in "Preferences" panel (see the image bellow).
Here the user can browse and select the external editor. As it is mentioned above, after the selection of the external editor any script that will be edited in it will be automatically updated and validated in SceneComposer.
Language
Selecting this option allows you to select either English or Japanese as a displied language. After selecting either language, restarting Scene Composer manually will switch a displied language to the specified language.
State Machine
In Preferences, [ Enviroment ] > [ State Machine ] allows you to configure settings related to the display of State Machine Editor.
General
| Default Colors |
Default colors can be set for States and Transitions displayed in State Machine Editor. Even if you change this setting, it does not apply to States and Transitions that have already been created.
|
| Show transition details | If this option is enabled, detailed information about the Transition (e.g., conditions under which the Transition occurs) will be displayed. |
| Transition Connection Type | This option allows you to set the line type (Polyline/Bezier/Spline) for Transition to be displayed. |
Your changed configurations will not be applied to States and Transitions that have already been created.
Fusion
In the Preferences [ Environment ] > [ Fusion ], you can configure settings related to the display in the Fusion panel.
General
| Default colors |
You can configure the color of the newly created Fusion nodes displayed on the Fusion panel. Changing default color do not attached already created nodes, however those color will be used when user will call "Restore Default Header Color" command from context menu. |
| Grid Enabled | When this option is enabled, there are grids in Fusion panel. |
| Restore Defaults | Pressing this button will return all settings to their default settings. |
Configure Source Control
Configure Source Control
It is necessary to configure an external tool when you're working with a solution from repository, using the source control offered by SceneComposer.
To do this open the Preferences dialog (from "File" > "Preferences") where you can specify the external tool that will be used and specific commands for "Merge" and "Diff" operations. Before any of these operations, the merge tool has to be enabled by using the available check-box.
| Enabled | If enabled, the use of a merge tool is enabled. |
| Merge Tool | Sets the merge tool to use. |
| Merge | Specifies the command for merge operations. |
| Diff | Specifies the command for diff operations. |
| Synchronized mode | If enabled, will assure that the solution status is always retrieved from the server by default. Communication with the server is a time consuming operation that's why you can also decide not to use this option and perform an explicit "Refresh status" operation from the source control context menu (only if necessary). |
The value of the check-box is evaluated only when a solution is opened or created.
Configure Imported Bitmap Name Suffix
By using the "Image Importer" or the FBX Importer" option from "File > Preferences > Environment" it is possible to configure the Bitmap suffix used by the FBX importer and the Image importer. For this the desired suffix should be written inside the field "Bitmap name suffix". The default suffix ("Bmp") can be restored by using the button which is placed in the lower right corner of the panel.
Imported Bitmap Name Suffix
In order to avoid name conflicts when importing multiple items (for example importing a FBX may create a scene, an animation, a vertex buffer and a bitmap all with the same name) a suffix is appended to the name of the item. This suffix is Bmp for bitmap, VB for vertex buffer and for all other items is same as the type (Scene, Animation, etc).
Configure the Smart Importer
Smart Importer
Add Cameras in imported scenes to the render target
Enable: Add a camera of an imported scene to a render target.
Disable: Not add a camera of an imported scene to a render target.
Enable editing 9-patch
Enable: You can set-up 9-patch on Smart Importer dialog.
Disable: You cannot set-up 9-patch on Smart Importer dialog.
Edge Detection
When this option is enabled, in the Smart Importer dialog, enable Include Edges detection to make the appropriate controls detectable. The edge width is set in pixels.
Freehand dialog background color
When setting the pivot point in Freehand, the background color of the displayed dialog can be selected from black or gray.
Text Format
Set the default value of each property when importing with the Smart Importer.
Editor Options
General Options
Editor General Options
General Editor options can be found in "File" > "Preferences" section "Editor".
Enable scene camera manipulation
"Enable scene camera manipulation" enables the manipulation of the scene's cameras via the Scene Render panel. The cameras can be manipulated via navigation panel or using the appropriate shortcut commands (hot keys) combined with mouse operations when a scene camera is selected from the scenes combobox' from Toolbar.
Enable scissoring visualization
By using this feature all the pixels which are outside of the intersection area of the viewport and scissor rectangle can be clipped. After the activation of this feature the scissor rectangle's values have to be defined. This rectangle specifies a region within the Camera's RenderTarget. The rectangle's width and height values must be greater than 0. These values can be set on the Camera's Properties panel.
By using the "Scissoring visualization color" a desired color can be chosen and its transparency can be set.
The chosen color can be saved to keep its info.
This feature allows the visualization of the scissoring rectangle in the display window as in the next figure.
Enable render target border
By checking the "Enable Render Target Border" box (which is available in Preferences > Editor, General Selection), the border of a render target can be colored. Any desired color can be chosen in the Color Palette.
In this way, it is possible to see the borders of the RenderTargets graphically as colored rectangles.
Enable display border
It is possible to visualize the Display border by enabling this feature. In Preferences dialog - Editor, the "Enable display box" should be checked. By using the "Display border color" a desired color can be chosen and its transparency can be set.
After this feature is enabled, the borders of the display can be graphically seen as a colored rectangle.
Enable background color for editor camera
If enabled, you can set the background color of the Editor Camera to any color. Click Background color for editor camera to open the color palette dialog and select the desired color.
Enable Active Rendering
This feature is to provide continuous rendering means in SceneComposer so that widgets get a regular update trigger in order to provide a convenient and friendlier development environment for development purposes . This feature can be activated/ deactivated from the "File" > "Preferences" dialog section Editor option or from the button ActiveRendering from the Toolbar.
When the ActiveRendering option is enabled, SceneComposer will start an internal repeatable timer with a configurable timeout (default value = 250ms) given in milliseconds by the value of option "Rendering Interval". Every time this timer expires SceneComposer calls RenderScene in SCHost which performs the rendering of the current content. This will trigger the update method for all widgets within all loaded scenes.
Show Scope Mask in Hexadecimal Format
The option "Show scope mask in hexadecimal format", when it is enabled, ensures that the values for Scope property will be displayed in hex in the Properties panel. This option is available in the Preferences dialog opened from "File" > "Preferences" menu, section Editor.
2D Editing Helpers
2D Editing Helpers
The SceneComposer offers a set of editing helpers that allow editing 2D scenes as simple and intuitive as possible.
All editing aids which have a visual presentation are configurable so that the user can disable them easily if not desired. This can be done from the dialog that opens from "File" > "Preferences" menu under the "Editor" node, the "2D" option.
In 2D scenes, SceneComposer offers the following entries in the 2D section of Editor-Preferences:
- Ruler
- World Transformations
- Grid
- Snap to Grid
- Snap to Guidelines
- Snap to Objects
You can also find some 2D Editing Aids in the "View" menu in section "2D Editing Utilities".
Scene Design Helpers
Rulers
Rulers provide a sense on the world space that the camera viewport bounds; display measuring points and their corresponding values (numbers).
- Two rulers are drawn: one on the top of the rendering panel another on the left side of the rendering panel.
- They will be drawn always having a fixed position and orientation in space.
- The rulers will be attached to a 2D camera and they will always measure the space that the camera viewport bounds regardless of the camera orientation.
- The rulers' starting coordinates for vertical and horizontal ruler will be the camera top-left viewport world space point.
- In order to enable this editing helper, check the property "Enable Ruler" from the "Editor - 2D" section of Preferences dialog.
World Transformations
To use the World Transformations, enable this option and select an object in the Scene Editor Window. Now,a tooltip is displayed in the lower left corner of the Scene Editor that shows absolute coordinates and sizes.
The following values are displayed:
- WorldPivotPosition: horizontal value, vertical value
- WorldPivotPointPosition: horizontal value, vertical value
- WorldPosition: horizontal value, vertical value
- WorldBoundingBox: horizontal value, vertical value, width, height
Snapping
Grid
Grid represents a collection of points (1px) laid at a configurable step size for each axis (step in pixels for x or for y).
- The grid is enabled by checking the checkbox "Enable" from the section Grid, in the "Preferences" > "Editor - 2D" dialog.
- The steps X and Y are configurable using the slides controls "Step X" and "Step Y". Default step is 10(x)/10(y).
- The grid is rendered in the background.
Snap to Grid
Snap to grid enables an object to become aligned to the grid when being translated.
- Snapping is enabled for the object relative to the upper-left point of its bounding box.
- To enable this feature check the checkbox "Enable" from the section "Snap To grid" and configure the desired sensitivity (the range is the distance to guideline where the object sticks to the point).
Snap to Guidelines
Snap to guidelines enables an object to be aligned to a guideline when being translated. A guideline represents a simple line, locked to a predefined world-space coordinate value.
- Snapping to guidelines is configurable; it can be enabled or disabled by checking the checkbox "Snap to guidelines" from the "Preferences - Editor - 2D" dialog.
- Also the snapping sensitivity - the range (distance to guideline) where the object sticks to the guideline - can be configured using the slide control "Sensitivity".
Guidelines
- Guidelines are created in SceneComposer by click and drag from the ruler. In order to be removed, a guideline is dragged outside the view.
- Multiple guidelines can be drawn in a scene and they are bound to a scene and not camera viewport.
- The configured guidelines are visible and editable in the scene's properties.
Snap to Objects
Snap to objects enables an object to be aligned to another object's rendering area when being translated. The rendering area is the area that bounds the vertices of the bounding box of the object.
- An object will be snapped to the closest other object in its proximity.
- Snapping is available for RenderNodes objects only.
- A render node is in the proximity of another object (thus will be snapped) if one of the four points of its bounding box is in the proximity of the rendering area of the other object (rendering area is always a not-rotated rectangle and it bounds the points of the bounding box).
- The snap feature can be activated/deactivated by checking/unchecking the checkbox "Enable" from the section "Snap to objects" and the proximity range is configurable using the slide control "Sensitivity".
Positioning
Move to back/front, move back/front
This feature allows the user to manipulate objects such that they can be placed on top-most level, or sent to background. Layering is done through a property called DepthValue, in a range of 0..255.
The following operations are available:
- Move back: increase depth value by 1
- Move front: decrease depth value by 1
- Move to back: set depth value to 255
- Move to front: set depth value to 0
You can manipulate these values from the context menu, or by setting the value of property DephValue from Properties panel.
- Candera 2D doesn't specify a rule for rendering objects that have the same depth value.
- There might be X objects with depth value 0 (top-most), but only one object of those ones is rendered topmost.
- Conflicts at the interval end (0 or 255) have to be handled.
Object alignment (top, middle, bottom, left, center, right / relative to other objects)
This feature enables automatically re-positioning of objects such that they are aligned on a specific criterion. Only render nodes and groups are eligible for alignment and this feature applies to a selection consisting of at least 2 render nodes and/or groups.
First selected object serves as reference for alignment.
The object alignment feature is available for the 2D scenes by selecting the appropriate button from the Toolbar. Each button corresponds to a criterion of alignment.
Available criteria
- Top/bottom alignment: the selected objects (excluding the reference one) will be positioned such that the top/bottom side of their rendering area is aligned to the top/bottom side of the first object's rendering area.
- Left/right alignment: the selected objects (excluding the reference one) will be positioned such that the left/right side of their rendering area is aligned to the left/right side of the first object's rendering area.
- Center alignment: the selected objects (excluding the reference one) will be positioned such that their rendering area's geometric center is aligned to the geometric center of the first object's rendering area.
- Middle alignment: the selected objects (excluding the reference one) will be positioned such that their rendering middle is aligned to the middle of the first object's rendering area
Geometric center localizer
For all selected objects (render nodes, groups, cameras) the geometric center (center = (0, 0) point in the local coordinate system) will be displayed as an image of a small dimension consisting of a circle and a dot in the center of the circle. It represents the pivoting point for rotation or translation transformation.
Three translate operations can be selected from the transformation combobox:
- "PivotAndObject": moves the object and its pivot
- "PivotOnly": moves only the pivot, the object remains on the same position
- "ObjectOnly": moves only the object, the pivot's position remains unchanged
After choosing the "PivotOnly" option for translate mode, the pivot will move only if the user starts dragging it inside the area delimited by the borders of the object.
Groups
For grouping elements on the same level add a group to the selected objects as parent if they are on the same level. From the SceneTree panel, keep Ctrl key pressed and select more objects. On the last object that is desired to be part of the group press right click and select the option "Create group" from the context menu.
3D Editing Helpers
3D Editing Helpers
The SceneComposer offers a set of editing helpers that allow editing 3D scenes as simple and intuitive as possible.
All editing aids, which have a visual presentation, are configurable so that the user can disable them easily if not desired. This can be done from the dialog that opens from "File" - "Preferences" menu under the "Editor" node, the "3D" option.
In 3D scenes, SceneComposer offers the following entries in the 3D section of Editor-Preferences:
For more details about Exact camera view, please refer to Other 3D Editing Aids.
You can also find some 3D Editing Aids in the "View" menu in section "3D Editing Helpers".
Navigation Controls
Lift factor
Lift refers to up and down moving and the lift factor represents a multiplication factor of moving up and down speed. 0 = no action.
The greater the value the faster the camera is moved. Example values: 1, 1.5, 2
Strafe factor
Strafe refers to sidewise moving and strafe factor represents a multiplication factor of sidewise moving speed. 0 = no action.
The greater the value the faster the camera is moved. Example values: 1, 1.5, 2
Rotation Pitch Angle
Rotation refers to rotation the camera around its position and rotation pitch angle represents the pitch rotation angle applied to the camera after 1 second at full rotation speed (mouse outside of the rotation button).
The angle is specified in Degrees.
Rotation Yaw Angle
Angle represents the Yaw rotation angle applied to the camera after 1 second at full rotation speed (mouse outside of the rotation button).
The angle is specified in Degrees.
Pivot Rotation Pitch Angle
Pivot rotation refers to orbiting - rotation of the camera around a pivot point (a point in the scene) and pivot rotation pitch angle represents the pitch pivot rotation (orbiting) angle applied to the camera after 1 second at full rotation speed (mouse outside of the rotation button).
The angle is specified in Degrees.
Pivot Rotation Yaw Angle
Represents the Yaw pivot rotation (orbiting) angle applied to the camera after 1 second at full rotation speed (mouse outside of the rotation button).
The angle is specified in Degrees.
Zoom Factor
Zoom refers to moving camera forward / backward (perspective) or scaling the camera view (orthographic). The Zoom factor represents a multiplication zooming factor. 0 = no action.
The greater the value the faster the camera is zoomed. Example values: 1, 1.5, 2
Snapping
3D Grid
Enable 3D Grid option, when it is checked, enables the grid in a scene 3D. Grid represents a collection of points (1px) laid at a configurable step size.
- The grid is enabled by checking the checkbox "Enable" from the section Grid, in the "Preferences" - "Editor" - "3D" dialog.
- The grid is rendered in the background.
Snap to Grid
Snap to grid enables an object to become aligned to the grid when being translated.
- When snap to grid is enabled, the grid you set works as a magnet; when a selected object is moved, the grid points appear to pull on it when it approaches. This is useful for accurate placement of image elements.
- Snapping is enabled for all the global bounding box coordinates.
- To enable this feature check the checkbox "Enable" from the section "Snap to grid" and configure the desired sensitivity (the range is the distance to guideline where the object sticks to the point).
Snap to Objects
Snap to objects enables an object to be aligned to another object's rendering area when being translated. The rendering area is the area that bounds the vertices of the bounding box of the object.
- An object will be snapped to the closest other object in its proximity.
- Snapping is available for RenderNodes objects only.
- A render node is in the proximity of another object (thus will be snapped) if one of the eight points of its bounding box is in the proximity of the rendering area of the other object (rendering area is always a not-rotated rectangle and it bounds the points of the bounding box).
- The snap feature can be activated/deactivated by checking/unchecking the checkbox "Enable" from the section "Snap to objects" and the proximity range is configurable using the slide control "Sensitivity".
Positioning
Selection Help
There are three different types available for selection helper.
- Bounding box: when this option is selected, the user will be able to see the edges of the surrounding invisible bounding box.
- Region sphere:
- Camera aligned bounding circle: on this mode the camera will always be oriented toward one bounding circle that will surround the bounding box of the selected object.
- Static gimbal: a circle for each axis - X, Y, Z will be displayed - not aligned to the camera.
The bounding circle will be visible just if the "Radius" property under the "Bounding Local Shapes" section will be set at a value greater than 0.
- Both previous types are available. All the modes available for the "Region sphere" type will be available, too.
Object alignment
Object alignment (X Min, X Mid, X Max, Y min, Y Mid, Y Max, Z min, Z Mid, Z Max / relative to other objects): this feature enables automatically re-positioning of selected objects such that they are aligned on a specific criterion.
First selected object serves as reference for alignment.
- It could be very helpful to use any of the predefined orthogonal views (Front, Rear, Top, Bottom, Left, and Right) of the camera.
- The object alignment feature is available for the 3D scenes by selecting the appropriate button from the toolbar. Each button corresponds to a criterion of alignment.
Available criteria
- X Min alignment: the selected objects (excluding the reference one) will be positioned such that the minimum point of the edge which corresponds to the X axis of their global bounding box is aligned to the minimum point of the edge which corresponds to the X axis of the first (reference) object's global bounding box.
- X Mid alignment: the selected objects (excluding the reference one) will be positioned such that the middle point of the edge which corresponds to the X axis of their global bounding box is aligned to the middle point of the edge which corresponds to the X axis of the first (reference) object's global bounding box.
- X Max alignment: the selected objects (excluding the reference one) will be positioned such that the maximum point of the edge which corresponds to the X axis of their global bounding box is aligned to the maximum point of the edge which corresponds to the X axis of the first (reference) object's global bounding box.
- Y Min alignment: the selected objects (excluding the reference one) will be positioned such that the minimum point of the edge which corresponds to the Y axis of their global bounding box is aligned to the minimum point of the edge which corresponds to the Y axis of the first (reference) object's global bounding box.
- Y Mid alignment: the selected objects (excluding the reference one) will be positioned such that the middle point of the edge which corresponds to the Y axis of their global bounding box is aligned to the middle point of the edge which corresponds to the Y axis of the first (reference) object's global bounding box.
- Y Max alignment: the selected objects (excluding the reference one) will be positioned such that the maximum point of the edge which corresponds to the Y axis of their global bounding box is aligned to the maximum point of the edge which corresponds to the Y axis of the first (reference) object's global bounding box.
- Z Min alignment: the selected objects (excluding the reference one) will be positioned such that the minimum point of the edge which corresponds to the Z axis of their global bounding box is aligned to the minimum point of the edge which corresponds to the X axis of the first (reference) object's global bounding box.
- Z Mid alignment: the selected objects (excluding the reference one) will be positioned such that the middle point of the edge which corresponds to the Z axis of their global bounding box is aligned to the middle point of the edge which corresponds to the X axis of the first (reference) object's global bounding box.
- Z Max alignment: the selected objects (excluding the reference one) will be positioned such that the maximum point of the edge which corresponds to the X axis of their global bounding box is aligned to the maximum point of the edge which corresponds to the Z axis of the first (reference) object's rendering area.
Pivot 3D
The translate mode is possible only for the selected object or for the selected objects and its children.
- "ObjectOnly": translate only object
- "ObjectAndChildren": translate object and its children
Default Camera
You can set the default camera for each Scene Editor (Scene Editor -0 through Scene Editor -3). The available default cameras are the Editor Camera, Scene Camera, and Orthogonal Cameras (Front/Rear/Top/Bottom/Left/Right).
When the default camera is set to "Scene Camera", the first Camera node in the scene, in alphabetical order by name, is used. If the scene does not contain any Camera nodes, the Editor camera will be used instead.
Other 3D Editing Aids
Other 3D editing helpers available in SceneComposer are:
Exact Camera View in Scene Editor
"Exact Camera View" menu option will make the camera from the scene to ignore the current aspect ratio of the scene render.
- When Exact Camera View is disabled the view of the active camera is stretched on the available rendering surface.
- When Exact Camera View is enabled, SceneComposer makes additional computations on the camera so that the camera view image does not get distorted on the scene rendering panel.
- Using this mode may lead to different output compared to the rendering output on display (the display on which the camera renders).
Zoom to Selected Objects
Zoom to selected objects offers a shortcut command by using the "A" key for zoom operation on previous selected object. This functionality is available only in producer camera (perspective and orthogonal camera).
Zoom to Scene
Zoom to scene offers a shortcut command by using the "F" key for zoom operation on the current scene. This functionality is available only in producer camera (perspective and orthogonal camera).
"A" and "F" keys are activating the "Scene" or "Selection" option of the combobox from Toolbar.
Graphic Options
Anti-Aliasing
Enable anti-aliasing
Enables anti-aliasing effect.
Anti Aliasing is a technique of adjusting pixel positions or setting pixel intensities so that there is a more gradual transition between the color of a line and the background color in order to give a smoother appearance of the object. The image bellow illustrates the Antialiasing effect on an object.
The changing of the anti aliasing will only take effect after the application is restarted.
False Color Mipmap
Enable false color mipmap for all textured elements
Enables the False Color MipMap feature.
Mipmapping is a texturing technique for reducing artifacts caused by mapping a large texture onto a small area in screen space. It is accomplished by creating pre-downsized versions of the texture. A mipmap level is a single downsized version of the original texture, at some resolution.
In the false-color mipmap technique each mip level has a different contrasting color. This can be seen in the image bellow:
The textures of the ground surface and the car's exterior are configured with Mipmap Filter "MipMapNearest". "False color mipmap" is enabled in the Preferences window. False color mapmap visualizes different mipmap levels by different colors in Scene Editor panel as well as in the display view.
Plugin Options
Plugins Available
Available plugins are displayed under [ Plugins ] in the Preferences dialog.
All available plugins are enabled by default. To disable a plugin, click the button to the right of its properties. When the button displays "Enable," the plugin is disabled.
The following plugins are available for Scene Composer:
| Plugin Name | Description | Note |
| AstcBitmapConverter | This is an ASTC bitmap converter. Converts RGBA unsigned byte data to ASTC RGBA. | Details |
| Used Behavior plugin | This plugin extracts the type names of all behaviors included in the solution. When generating assets, a CMake file is generated according to the plugin's specific settings. | Details |
| Cgi-Studio Image Update | This is a plugin for the Image Update function. | Details |
| CommandLinePlugin | This is a plugin for executing commands when generating assets. | Details |
| List Property Editor |
This is a plugin for the List Editor. The List Editor can be used with controls such as BarGraph and LineGraph. |
Details |
| SpecificationPlugin |
This is a plugin for Define application specification. Define application specification is required to link data binding sources with Scene Composer. |
Details |
| DataBindingEditorPlugin |
This is a plugin for the Data Binding bind icon and Live Preview panel. |
Details |
| Dirty Area Dependency Plugin | This is a plugin for the Dirty Area Management (DAM). | Details |
| ExecutableGenerationPlugin |
This is a plugin for executing scripts when generating assets. |
Details |
| ExternalResourceContainerPlugin | This is a plugin for the Referencing external resource function. |
Details |
| iMX6 Shader Compiler | This is a shader compiler for iMX6. | Details |
| RCarD3 Shader Compiler | This is a shader compiler for RCarD3. | Details |
| RT117XBitmapConverter | This is a bitmap converter for RT117X. | Details |
| RZA1HBitmapConverter | This is a bitmap converter for RZA1H. | Details |
| Cgi-Studio Translator | This is a plugin for Localization. | Details |
| Traveo2BitmapConverter | This is a custom bitmap converter for Traveo2. | Details |
Enabling/disabling the plugin will take effect after restarting Scene Composer.
Plugin-Specific Settings
Some plugins have their own settings. You can configure these settings in the Preferences dialog.
Details of plugin-specific settings are listed below.
ASTC Configuration
| Setting item | Description |
| Compression Speed |
The Compression Speed can be set to one of five levels. |
Behavior Config Generation
| Setting item | Description |
| Behavior Configuration Enabled |
If enabled, a CMake file containing the configuration of all behaviors included in the solution will be generated. |
| Destination path |
Set the path to the CMake file in the CMake flag "CONTROLS_USED_BEHAVIORS_CONFIG_PATH". |
Commnad Line
| Setting item | Description |
| Command Line |
Sets the command to be executed when generating assets. |
Dirty Area Dependency
| Setting item | Description |
| Include in asset |
If enabled, information about Dirty Area Management will be output to the asset. |
iMX6 Shader Compiler
| Setting item | Description |
| Generated output format |
Set the output format from three options (Text, Binary, or Binary program). |
| Custom command line string |
Enter the tool or identifier to execute in command line format. This setting can only be set when the output format is Binary or Binary program. |
RCarD3 Shader Compiler
| Setting item | Description |
| Generated output format |
Set the output format from three options (Text, Binary, or Binary program). |
| Custom command line string |
Enter the tool or identifier to execute in command line format. This setting can only be set when the output format is Binary or Binary program. |
Translator
| Setting item | Description |
| Export always | If enabled, all translated text will be included in asset. |
| Export Only Used Translatable Texts | If enabled, only translated text used in behaviors, etc. will be included in assets. |
| Enable Language Pack Source Monitoring | If enabled, Language Pack Source files will be monitored. |
| Language Pack Source | Set the Language Pack Source to be monitored. |
| Solution Path | The root path of the solution will be displayed. |
Changes to Plugin-Specific settings will take effect after restarting Scene Composer.
Export / Import
Plugins Available
Plugin Specific Options
Use the "Export" / "Import" buttons, placed above the Preferences window, to export or to import Preferences.
The export process will not imply Shortcuts and Favorites categories (available in Properties panel) which are distinctively exportable.
All the values and settings which belong to the application itself and to the configurable properties of the available plugins will be exported in a desired location. The exported .sccfg archive will contain different .XML files like CustomUIConfig, IAppConfig and ISVNConfig, etc. ...
For any configurable plugin, another specific .XML file will be added in this archive. This .sccfg archive that contains a given configuration could be imported on many other stations to provide the same desired Preferences settings. In this way, it will not be necessary to re-configure every workstation.