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Modeling Tools

Material EditorManual / Content Creation / Modeling ToolsUI Editor

Modeling Tools


Modeling Tools is an extension of the Scene Editor, which includes fast level creation tools, 3D modeling, constructive solid geometry operations. This is a tool for editing 3D models in the scene. Created models can be used both as scene objects and as ordinary 3D models.

Ribbon tab

The editor is presented as the Modeling tab in the Ribbon. Using the tab, you can create shapes, switch the mode of selecting objects, and perform actions with objects.

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Figures creating

First, the figures in the scene are created. There are two ways to do this.

Creating with Resources Window

Figures can be created in the standard way, using the window Resources Window. You need to select the desired shape in 'Base\Primitives' group, then drag and drop it into the editor workspace.

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Creating with buttons in the Modeling tab

Figures can be created using the ribbon tab buttons.

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Name Description
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Object selection modes

There are four modes of selecting objects, or, more simply, four modes of working.

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Name Description
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Object selection mode. This is the usual scene editor mode, enabled by default.
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Vertex selection mode. In this mode you can select the vertices, move them, perform any editing actions.

The vertices are moved using the transformation tool, just as it is done with scene objects.

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Edge selection mode. In this mode you can select the edges, perform any editing actions.
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Face selection mode. In this mode you can select the faces, perform any editing actions.

In the face mode there are base actions apart from the actions that are presented in the ribbon. You can clone and delete faces. Clone and Delete actions are available in the main tab of the ribbon, in the toolbar and in the context menu.

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The main features of the editor are presented by actions.

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Selection Tools

Operations for selecting objects.

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Name Description
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Selects all elements.
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Selects all the elements that are not currently selected and removes selection from the currently selected elements.
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Adds adjacent elements to the currently selected elements.
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Selects all the faces that have the same material as currently selected faces.
Material Tools

Operations for configuring materials.

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Name Description
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Sets a material for the selected faces. The material to use has to be selected in the Resources Window.
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Sets a color for the selected objects.
Object Tools

Operations for working with the figures.

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Name Description
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Combines the selected objects into a single one. If the single Mesh In Space object is selected than merges all child geometries into a single one. If several mesh objects are selected than places all child geometries of these objects into the single mesh object.
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Creates a mirror transformation of the selected object.
Vertex Tools

Operations for working with the vertices.

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Name Description
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Merges selected vertices into the single vertex. This new single vertex can be placed at the center of the original vertices or at the first vertex position.
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Makes the vertices that are shared by many triangles independent. A new independent vertex is created for each triangle.
Edge Tools

Operations for working with the edges.

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Name Description
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Connects two selected edges with a new face. If the edges have a common vertex then a single triangle is added. If the edges do not have a common vertex then two triangles are added.
Face Tools

Operations for working with the faces.

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Name Description
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Combines selected faces into a single one. If the single Mesh In Space is selected then merges all the geometries into a single geometry. If several meshes are selected then replaces them by a single mesh and places all geometries into it.
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Splits selected faces to the separate triangles. Each triangle in a face will become a face.
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Removes selected faces from a geometry and places them in a new geometry. There are options:
  • Detach Faces to Mesh Geometry - The new geometry may share the same vertices with an old geometry.
  • Detach Faces to Mesh Geometry (Split Vertices) - The new geometry will not share the same vertices.
  • Detach Faces to Mesh In Space - The new geometry will be placed in a new Mesh In Space.
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Makes all normals in the mesh conformed to each other. There are two possible directions for conformed normals, which one to use is determined by the majority of triangles.
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Inverts the normals of selected faces.
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Recalculates the normals of selected faces to smooth them.
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Recalculates the normals of selected faces so that they do not have smoothing (perpendicular to the planes of the triangles).

Boolean operations.

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Name Description
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Implements constructive solid geometry union operation for two selected Mesh In Space objects.
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Implements constructive solid geometry difference operation for two selected Mesh In Space objects. The result object will be the first selected mesh minus the second selected mesh.
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Implements constructive solid geometry intersect operation for two selected Mesh In Space objects.

Modification operations.

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Name Description
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Adds a mesh modifier to the object. Mesh modifiers provide the ability to modify the output data provided by the mesh; they do not change the original mesh data.
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Adds a masked paint layer.

Export functions.

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Name Description
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Exports the selected 3D model to a FBX file.
Using created models in other scenes

The created models can be used as normal 3D models in other scenes. The scene in which the object is created will be considered as a resource.

First, create one scene file and a figure in it.


Create the second scene. To place a 3D model from the first scene, you need to select the file of the first scene in the Resources Window. Next, expand it using the '+' button, find the desired figure and drag and drop it into the scene.

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Making extensions

The functionality of modeling tools can be easy expanded. The developer can create own actions, mesh modifiers. The basic way to expand is to create your own mesh modifier.

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Mesh modifiers are implemented as C# components, they available in the NeoAxis Engine SDK:

Sources\NeoAxis.CoreExtension\Modules\Mesh modifiers\MeshModifier_BoxUV.cs
Sources\NeoAxis.CoreExtension\Modules\Mesh modifiers\MeshModifier_RandomizePosition.cs
See also
Material EditorUI Editor