This tab gives access to the complete structure of the current scene and enables you to re-organize it.
The structure is in the form of a tree where each node can contain instances, cameras, projectors, other nodes, etc.
Each node has its own positioning properties in space : Position, Rotation, Scale along all three axes X/Y/Z.
You can modify and reorder the structure of this tree freely by drag and dropping the different elements from one node to another.
Child nodes inherit the positioning properties of their parent nodes.
At the bottom of this panel there is a toolbar that allows you to manage 3D objects:
Button | Description |
---|---|
Add 3D objects | |
Delete 3D objects | |
More actions : expand/collapse all or selected 3D objects | |
Search 3D objects |
Add objects
By pressing the add button on the toolbar, a menu gives access to a list of objects that can be added to your scene: prefabs, cameras, projectors, lights or import a 3D file.
Option | Description |
---|---|
Import | Import 3D files |
Merge animation * | Re-import an animation track from a 3D file |
Import from Kinetic file | Import only the projectors from another existing Kinetic project |
Import projector from csv | Import projectors from csv file |
Node | Add an empty node |
Prefab | Add prefabricated 3D objects |
Light | Add 3D lights |
Camera | Add 3D cameras |
Projector | Add projectors |
Optitrack camera | Add optitrack camera |
Modifiers | Add modifiers: Cloner and symmetry |
Trigger | Add a 3D trigger area volume |
Import
You can import a wide variety of 3D file formats (glTF, dae, fbx, obj, 3ds, etc.) directly into Kinetic with the import option.
Once you have selected your file, you can choose which elements you want to be added to your scene.
Element | Description |
---|---|
Meshes | Imports the different geometries/objects from the file |
Materials | Imports the available materials/textures from the file |
Auto | Select from the dropdown how materials should be imported. You can force Unlit or PBR materials here |
Skeletons | Imports the skeleton of objects if they have one |
Cameras | Imports the available cameras |
Lights | Imports the available lights |
Animations | Imports the available animations |
Bake animation | Pre-calculates the animations in a separate file (if imported). More information. |
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 |
Optimize file | Specific to glTF format. Simplifies file structure wherever possible |
Remove unused nodes | Specific to glTF format. If optimization leaves some nodes empty they will be removed |
Force dae rename | Specific to dae format. Forces the names into the nodes when importing Collada format |
Once the file is imported, Kinetic will create a node in the 3D scene with the basename of the file that was imported.
By default this node is locked because it may contain transformation information related to the way the scene was exported.
It is possible to unlock it to modify its values, but we do not recommend it. It is preferable to add a node directly child to the imported node and use it to modify the entire imported elements.
_bin folder
When importing a 3D file, Kinetic will create a folder in the same folder of the 3D file on the hard drive and will name it: <3d-file-name>_bin
This folder contains all the texture, animations and mesh data related to the 3D file that was imported and should not be deleted from the drive so long as the import exists in your project.
If you remove a previously imported element from your 3D scene and properly purge the scene of all related material, mesh, animation and skeleton data, the _bin folder can be safely deleted from the drive.
Node
As in most 3D software, the scene is organized in nested nodes.
These nodes are used to position elements in 3D space (position, rotation, scale).
Each transformation of a node affects its child nodes.
Parameter | Description |
---|---|
Visible | Toggle the display of the node and all of its children |
Force triggerable | Forces the node to trigger the Trigger Area Scene 3D graph node even if it is invisible |
Tag | Tag in relation to the Instantiate 3D graph node |
Layer | Layer ID in relation to the Trigger Area Scene 3D graph node |
Position | 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 several ways :
- In an animation track: By drag and dropping them into the animation editor.
- In a compute graph: By drag and dropping either the entire node or an individual property to read/write its value.
- In a timeline: By drag and dropping it into a timeline to create a layer and keyframe animate its values.
Modifiers
In the modifier menu you can add a Cloner or a Symmetry modifier to your 3D Scene.
Once it has been added, you can drag and drop the element you wish to modify into the modifier node.
Cloner
The Cloner allows you to repeat your object either in a grid (X/Y/Z) or in a radial manner.
Parameter | Description | ||
---|---|---|---|
Visible | Toggle to render the cloner in the 3D Viewer | ||
Position | Cloner position in the 3 axes | ||
Rotation | Cloner rotation in the 3 axes | ||
Scale | Cloner scale in the 3 axes | ||
Type | Select the cloner type: Grid or Radial | ||
Grid | Radial | ||
Grid x | Number of clones on x-axis | Axis | Select the axis around which to turn |
Grid y | Number of clones on y-axis | Count | Number of clones |
Grid z | Number of clones on z-axis | Angle | Angle between each clone |
Grid spacing x | Space between each clone on x-axis | ||
Grid spacing y | Space between each clone on y-axis | ||
Grid spacing z | Space between each clone on z-axis |
Symmetry
This modifier allows you to make a symmetry along 1 axis.
Parameter | Description |
---|---|
Visible | Toggle to render the symmetry 3D Viewer |
Position | Symmetry position in the 3 axes |
Rotation | Symmetry rotation in the 3 axes |
Scale | Symmetry scale in the 3 axes |
Axis | Select the symmetry axis |
Baking modifiers
Once your modifier has been configured correctly you can right-click on the modifier and select the Bake option.
This will create all the necessary nodes and instances in your 3D Hierarchy for each element created by the modifier.
After baking, the modifier will disappear and changing its parameters is no longer possible.
Area triggers
You can add areas in your scene that can trigger tasks when designated enter or leave these areas.
To enable area triggers in your 3D scene you must activate the corresponding parameter in the 3D Scene settings
First add an Area Trigger from the Add menu and configure its parameters in the Editor
panel.
Then drag and drop it into the trigger field of a task.
Once done, you can decide which instance is going to trigger and when, by entering or leaving the zone.
You can create more complex shapes by adding several zones that overlap with the same group id.
Note that the instance must be entirely contained inside the Trigger Area’s zone for it to triggered “On entered” and that it must be entirely outside the zone after being inside for it to triggered “On exited”.
Need more help with this?
Don’t hesitate to contact us here.