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Difference between revisions of "Room System"

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[[File:Edit Room UI.png]]
 
[[File:Edit Room UI.png]]
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'''Inventory'''
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This is where all of the furniture items you have are stored. You can click on a item in the inventory, and this will be spawned in the room.
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'''Select'''
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This will select the furniture item you click on in the room.
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'''Rotate (2D)'''
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This is the first rotate tool along the top, it'll rotate easier to grab handles focusing more on overhead rotation, allowing for stuff like furniture placement to be rotated, without necessarily grabbing the object in 3D and rotating all over the place randomly.
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'''3D Move'''
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This is your standard translate tool, you can hold CTRL while moving to move along a 1m grid.
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'''Rotate 3D'''
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The 3D rotate tool lets you rotate both in the 3D space, using the X,Y and Z handles, and also lets you rotate in screen space. If you hold CTRL while rotating, it will look changes to a 15 degree angle.
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'''Scale'''
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Scale sizes items up and down if you scale using the middle white box on the gizmo, or, you can grab the other handles individually to scale along the X,Y and Z axis. If you hold CTRL while scaling, you can lock the scaling to multiples of 100.
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'''Camera'''
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There are three camera settings:
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*Ceiling - This will lock the camera to the overhead ceiling that is built into the room by the room designer. If you use the arrow keys, you can pan the camera, or you can move the mouse cursor to the edge of the screen.
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*Fly Thru - This is a free moving camera. Hold right click, and use the W,A,S,D,E and C keys to move the camera about manually. For building scenes this is often the best mode to use.
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*Avatar - This will use the normal camera view behind the avatar.
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'''Snap'''
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Snap controls how the object will be moved underneath you - this is a on/off toggle. When there is a blue tick, this indicates that snap is on.
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'''Node'''
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If the furniture has 'snap nodes' built in, the object will lock together as the designer intended.
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'''Align'''
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Align is defaulted to be switched off, but if you turn it on, when you're dragging or placing furniture, this will try to align objects to their nearest other object (or scenery component). This is useful if you want to place a sofa in line with a wall.
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'''Coordinate Space'''
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if this is set to global, the widgets on the movement/rotation/scale tools, will be aligned towards the scene; so the 'Y' axis will always point upwards vertically off the ground.
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If you turn it to local mode, it'll be pointing towards the rotated upwards on that model, so if you rotate the model, the widgets will point in different directions.
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'''Coordinate Origin'''
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This will mean that the gizmos will be emitted from the center of the mesh. The alternative mode, Pivot, which is the pivot point defined in the object, will set the gizmos to the objects pivot point.

Revision as of 11:31, 21 September 2017

EDITING IN PROGRESS

space has added an amazing feature, the Room system! The room system allows you to create your own region in space which you can then make into your own room, to use personally, or sell on the space store.

We have a video tutorial for making the Room templates here



Editing your Room

To edit your room, go to your room by clicking on the 'Home' button at the bottom of the screen. Once in your room, click on the 'Edit Room' button. This will bring up the Edit Room UI.

The Edit Room UI has a ton of different tools.


Edit Room UI.png


Inventory

This is where all of the furniture items you have are stored. You can click on a item in the inventory, and this will be spawned in the room.

Select

This will select the furniture item you click on in the room.

Rotate (2D)

This is the first rotate tool along the top, it'll rotate easier to grab handles focusing more on overhead rotation, allowing for stuff like furniture placement to be rotated, without necessarily grabbing the object in 3D and rotating all over the place randomly.

3D Move

This is your standard translate tool, you can hold CTRL while moving to move along a 1m grid.

Rotate 3D

The 3D rotate tool lets you rotate both in the 3D space, using the X,Y and Z handles, and also lets you rotate in screen space. If you hold CTRL while rotating, it will look changes to a 15 degree angle.

Scale

Scale sizes items up and down if you scale using the middle white box on the gizmo, or, you can grab the other handles individually to scale along the X,Y and Z axis. If you hold CTRL while scaling, you can lock the scaling to multiples of 100.

Camera

There are three camera settings:

  • Ceiling - This will lock the camera to the overhead ceiling that is built into the room by the room designer. If you use the arrow keys, you can pan the camera, or you can move the mouse cursor to the edge of the screen.
  • Fly Thru - This is a free moving camera. Hold right click, and use the W,A,S,D,E and C keys to move the camera about manually. For building scenes this is often the best mode to use.
  • Avatar - This will use the normal camera view behind the avatar.


Snap

Snap controls how the object will be moved underneath you - this is a on/off toggle. When there is a blue tick, this indicates that snap is on.

Node

If the furniture has 'snap nodes' built in, the object will lock together as the designer intended.

Align

Align is defaulted to be switched off, but if you turn it on, when you're dragging or placing furniture, this will try to align objects to their nearest other object (or scenery component). This is useful if you want to place a sofa in line with a wall.

Coordinate Space

if this is set to global, the widgets on the movement/rotation/scale tools, will be aligned towards the scene; so the 'Y' axis will always point upwards vertically off the ground. If you turn it to local mode, it'll be pointing towards the rotated upwards on that model, so if you rotate the model, the widgets will point in different directions.

Coordinate Origin

This will mean that the gizmos will be emitted from the center of the mesh. The alternative mode, Pivot, which is the pivot point defined in the object, will set the gizmos to the objects pivot point.