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.

Import options in the 3D 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.

3D modifier : Cloner options

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.

3D modifier : Symmetry options

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.

Selecting the bake option on a modifier

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

Example of a 3D Trigger Area 3D Trigger Area 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.

Multiple 3D Trigger Areas to create more complex shapes


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”.

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