This panel gives you access to the complete structure of your scene and allows you to interact with it.
The structure is in the form of a tree where each node can have instances, cameras, projectors,… and these nodes have positioning properties in space.
At any time you can re-parent or reorder the structure by dragging and dropping the different elements into each other.
At the bottom of this panel there is a toolbar where you will find: a dynamic search field when you need to find an element of your scene by its name, an expand/colapse hierarchy button, a trash can button to delete the selected elements and the VR button to activate the rendering in a virtual reality headset if there is one on the side of the PC.
- Add objects
- Import from Kinetic file
- Scene parameters
- Environment map
- Area triggers
Generally speaking, your scene is organized in nested nodes as in most 3D software. These nodes are used to position elements in 3D space. Each transformation of a node affects its child nodes.
|Visible||displays (or not) the node and all of its children|
|Position||x,y,z position of the node relative to its parent node|
|Rotation||rotations around the x,y,z axes of the node relative to its parent node|
|Scale||scale factor on the x,y,z axes of the node|
These values can be animated in an animation sheet by dragging and dropping them into the curve editor linked to an animation.
They can also be modified from the graph by dragging and dropping the whole node into one of the existing graphs.
The last way to interact with the node is by dragging and dropping it into a timeline. This will then create a layer to animate its values.
You can import a wide variety of 3D files: collada, fbx, obj, 3ds,… directly into Kinetic thanks to its import function.
Once you have selected your file, you can choose what kind of elements you want to add to your scene.
|Meshes||imports the different geometries/objects from the file|
|Materials||imports the available materials/textures from the file|
|Skeletons||imports the skeleton of objects if they have them|
|Cameras||imports the available cameras|
|Lights||imports the available lights|
|Animations||imports the available animations|
|Bake animation||pre-calculates animations in a separate file (if imported) see here|
|Vertex color||in some cases, it is possible that each vertex of the object has its own color, so it is necessary to activate this parameter|
Once your file is imported, Kinetic will create a node in your scene with the basename of this file.
By default this node is “locked” because it contains transformation information related to the way it was exported. It is nevertheless possible to unlock it to modify its values, but we do not recommend it.
Import from Kinetic file
This option allows you to import only the projectors from another existing Kinetic project.
In the scene edit panel you will find the following items:
|Locked||locks the scene, it can no longer be edited|
|Trigger area enable||activates the area triggers (OFF by default, requires more calculation)|
|Sun enable||activates a default light source in the scene|
|Sun angle||(0-180) angle of incidence between the default light source and the ground in degrees (90 by default, zenital light)|
|Sky color||color of the sky when it is displayed in one of the views|
|Env. map||see below|
Environment map, or reflection map, is an efficient image-based lighting technique for approximating the appearance of a reflective surface by means of a precomputed texture image.
The texture is used to store the image of the distant environment surrounding the rendered object.
In Kinetic this environment map is in the form of an unfolded cube. This unfold must be in 4:3 or square format.
With the two textures above we obtain the following results (no light has been modified):
There is a very clear change in colors in addition to the change in reflections.
To modify this environment map, you must click on your scene in the 3D Panel to display its editor. You will then just have to drag and drop an image from your explorer directly into the “Env. map” field.
In the editor of your scene there is a tab to filter its upload/download in the VNodes. By default all scenes are sent to all servers.
These filters work the same way as the media filters.
You can add areas in your scene that will be able to trigger tasks.
To do this, a zone must be declared and parameterized (position, size, group,…). Then you have to drag and drop it into a task as trigger.
Once done, you can decide which instance is going to trigger and when, by entering or leaving the zone.
As the zones are boxes it is possible to make more complex shapes by adding several zones with the same group id. By doing this it is possible to have overlaps without triggering any input or output signal.
Need more help with this?
Don’t hesitate to contact us here.