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Obj Model Editor

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  1. Obj Editor Online
  2. Program To Open Obj Files
  3. Obj Model Editor Model
  4. 3d Obj Files
  • Dec 24, 2020 A powerful editor for video games based on or similar to id Software's series of Quake games. Currently QuArK supports 37 distinct games, and a countless number of mods. It integrates a map editor, model editor, archive editors, texture management, and much more.
  • MeshLab the open source system for processing and editing 3D triangular meshes. It provides a set of tools for editing, cleaning, healing, inspecting, rendering, texturing and converting meshes. It offers features for processing raw data produced by 3D digitization tools/devices and for preparing models.

Nintendo 64 - Super Mario 64 - The #1 source for video game models on the internet!

This article is not finished. Help improve it by adding accurate information or correcting grammar and spelling.
Software that you will need in this tutorial
SZS Modifier:Download
WiiScrubber: *Download.
Wiimms ISO Tools: **Download
Dolphin EmulatorDownload
A 3d modeling programGoogle Sketchup: recomended
#Sketchup plugins:Obj importer
Legend:* and **: alternative softwares
# you don't need really this software.

Now you'll see how to extract the original Nintendo files of your Mario Kart Wii ISO and how to import the model to a 3D modeler editor. When does call of duty come out time.

  • 1Exporting the Mario Kart Wii ISO files
  • 2On SZS Modifier
  • 3Importing to a 3D modeling editor

Exporting the Mario Kart Wii ISO files

The file names

See Filesystem/Race/Kart

la_bike = Flame Runner
la_kart = Offroader
lb_bike = Wario Bike
lb_kart = Flame Flyer
lc_bike = Shooting Star
lc_kart = Piranha Prowler
ld_bike = Spear
ld_kart = Jetsetter
ldf_bike = Standard Bike L
ldf_kart = Standard Kart L
ldf_bike_blue = Standard Bike L (Battle Mode + Blue Team)
ldf_bike_red = Standard Bike L (Battle Mode + Red Team)
ldf_kart_blue = Standard Kart L (Battle Mode + Blue Team)
ldf_kart_red = Standard Kart L (Battle Mode + Red Team)
le_bike = Phantom
le_kart = Honeycoupe

ma_bike = Mach Bike
ma_kart = Classic Dragster
mb_bike = Sugarscoot
mb_kart = Wild Wing
mc_bike = Zip Zip
mc_kart = Super Blooper
md_bike = Sneakster
md_kart = Daytripper
mdf_bike = Standard Bike M
mbf_kart = Standard Kart M
mdf_bike_blue = Standard Bike M (Battle Mode + Blue Team)
mdf_bike_red = Standard Bike M (Battle Mode + Red Team)
mdf_kart_blue = Standard Kart M (Battle Mode + Blue Team)
mdf_kart_red = Standard Kart M (Battle Mode + Red Team)
me_bike = Dolphin Dasher
me_kart = Sprinter

sa_bike = Bullet Bike
sa_kart = Booster Seat
sb_bike = Bit Bike
sb_kart = Mini Beast
sc_bike = Quacker
sc_kart = Cheep Charger
sd_bike = Magikruiser
sd_kart = Tiny Titan
sdf_bike = Standard Bike S
sdf_kart = Standard Kart S
sdf_bike_blue = Standard Bike S (Battle Mode + Blue Team)
sdf_bike_red = Standard Bike S (Battle Mode + Red Team)
sdf_kart_blue = Standard Kart S (Battle Mode + Blue Team)
sdf_kart_red = Standard Kart S (Battle Mode + Red Team)
se_bike = Jet Bubble
se_kart = Blue Falcon

Variables of file names

At the end of the names above

-bds = Baby Daisy
-bk = Dry Bowser
-blg = Baby Luigi
-bmr = Baby Mario
-bpc = Baby Peach
-ca = Birdo
-dd = Diddy Kong
-dk = Donkey Kong
-ds = Daisy
-ds3 = Daisy (Biker Outfit)*
-fk = Funky Kong
-jr = Bowser Jr.
-ka = Dry Bones
-kk = Toadette
-ko = Toad
-kp = Bowser
-kt = King Boo
-la_mii_f = Large Mii Outfit A (Female)
-la_mii_m = Large Mii Outfit A (Male)
-lb_mii_f = Large Mii Outfit B (Female)
-lb_mii_m = Large Mii Outfit B (Male)
-lg = Luigi
-ma_mii_f = Medium Mii Outfit A (Female)
-ma_mii_m = Medium Mii Outfit A (Male)
-mb_mii_f = Medium Outfit B (Female)
-mb_mii_m = Medium Mii Outfit B (Male)
-mr = Mario
-nk = Koopa Troopa
-pc = Peach
-pc3 = Peach (Biker Outfit)*
-rs = Rosalina
-rs3 = Rosalina (Biker Outfit)*
-sa_mii_f = Small Mii Outfit A (Female)
-sa_mii_m = Small Mii Outfit A (Male)
-sb_mii_f = Small Mii Outfit B (Female)
-sb_mii_m = Small Mii Outfit B (Male)
-wl = Waluigi
-wr = Wario
-ys = Yoshi

Exporting with WiiScrubber

Open Wii Scrubber, select the Mario Kart Wii ISO (on the button Load ISO), go to:

race » kart and choose your kart/character » click the right mouse button and select extract in the chosen file

Exporting with Wiimms ISO Tools

Wiimms ISO Tools is a tool set with a command line interface, but there are also GUIs for the tools available.

  • For extracting files read: Wiimms ISO Tools: Extracting files
Exporting with Dolphin Emulator
  1. Open Dolphin.
  2. Right-click on the Mario Kart Wii ISO and click 'Properties'.
  3. There will be 6 tabs on the top. Click on 'Filesystem'.
  4. If you want to extract a course or a Character go to 'Race'. Right-click on the file you want to extract. Then export it. Make sure you add the extension 'SZS' to the file you extract.

On SZS Modifier

Opening the necessary files

Open The BRRES Model: driver_model.brres » open these files to expot the obj model:

  • model_load = the character (optional)

Open The BRRES Model: kart_model.brres » open these files to expot the obj model:

  • body = kart bodywork (necessary)
  • handle = handlebars / wheel (optional)
  • tire_f = tire (optional)
  • tire_r = tire (optional)
Exporting the obj model

On Model Editor of SZS Modifier Click: File » Export

To save the obj model in your computer.

Importing to a 3D modeling editor

Getting Started

First you need open the notepad.

1:Click on: Edit » Replace
2:Find: , Replace with: .

Importing with Google SketchUp

In Google SketchUp go to:

Plugins → OBJ Importer → Import OBJ [No materials]

A window will appear, select the Option Meters.

Importing with Blender

When you first start Blender you can't import an OBJ File into it.

To fix that go to:

  • File → User Preferences → AddOns → Select the 'Import/Export' Layer → Make a Tick at 'OBJ File Format'.

After this, click on 'Save as default' and restart Blender. Now you can import OBJ Files in Blender (File → Import → OBJ).

Importing with 3d Studio Max (3ds Max)

You can edit this tutorial as long as you make sure you're right.

Obj Editor Online

Incorrect information will harm the people who read this tutorial, if you have questions, write on discussion on this page.
Retrieved from 'http://wiki.tockdom.com/w/index.php?title=Importing_3D_models&oldid=177462'
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This document describes how to work with the Visual Studio Model Editor to view, create, and modify 3D models.

You can use Model Editor to create basic 3D models from scratch, or to view and modify more-complex 3D models that were created by using full-featured 3D modeling tools.

Supported formats

The Model Editor supports several 3D model formats that are used in DirectX app development:

Format NameFile ExtensionSupported Operations (View, Edit, Create)
AutoDesk FBX Interchange File.fbxView, Edit, Create
Collada DAE File.daeView, Edit (Modifications to Collada DAE files are saved by using the FBX format.)
OBJ.objView, Edit (Modifications to OBJ files are saved by using the FBX format.)

Get started

This section describes how to add a 3D model to your Visual Studio C++ project and other basic information that will help you get started.

Note

Automatic build integration of graphics items like 3D scenes (.fbx files) is only supported for C++ projects.

To add a 3D model to your project

  1. Ensure you have the required Visual Studio component installed that you need to work with graphics. The component is called Image and 3D model editors.

    To install it, open Visual Studio Installer by selecting Tools > Get Tools and Features from the menu bar, and then select the Individual components tab. Select the Image and 3D model editors component under the Games and Graphics category, and then select Modify.

    The component starts installing.

  2. In Solution Explorer, open the shortcut menu for the C++ project you want to add the image to, and then choose Add > New Item.

  3. In the Add New Item dialog box, under the Graphics category, select 3D Scene (.fbx).

    Note

    If you don't see the Graphics category in the Add New Item dialog, and you have the Image and 3D model editors component installed, graphics items are not supported for your project type.

  4. Enter the Name of the model file, and then select Add.

Axis orientation

Visual Studio supports every orientation of the 3D axis, and loads axis orientation information from model file formats that support it. If no axis orientation is specified, Visual Studio uses the right-handed coordinate system by default. The axis indicator shows the current axis orientation in the lower-right corner of the design surface. On the axis indicator, red represents the x-axis, green represents the y-axis, and blue represents the z-axis.

Begin your 3D model

In the Model Editor, each new object always begins as one of the basic 3D shapes—or primitives—that are built into the Model Editor. To create new and unique objects you add a primitive to the scene and then change its shape by modifying its vertices. For complex shapes, you add additional vertices by using extrusion or subdivision and then modify them. For information about how to add a primitive object to your scene, see Create and import 3D objects. For information about how to add more vertices to an object, see Modify objects.

Work with the Model Editor

The following sections describe how to use the Model Editor to work with 3D models.

Model Editor toolbars

The Model Editor toolbars contain commands that help you work with 3D models.

Commands that affect the state of the Model Editor are located on the Model Editor Mode toolbar in the main Visual Studio window. Modeling tools and scripted commands are located on the Model Editor toolbar on the Model Editor design surface.

Here's the Model Editor Mode toolbar:

This table describes the items on the Model Editor Mode toolbar, which are listed in the order in which they appear from left to right.

Toolbar ItemDescription
SelectEnables selection of points, edges, faces, or objects in the scene, depending on the active selection mode.
PanEnables movement of a 3D scene relative to the window frame. To pan, select a point in the scene and move it around.
In Select mode, you can press and hold Ctrl to activate Pan mode temporarily.
ZoomEnables the display of more or less scene detail relative to the window frame. In Zoom mode, select a point in the scene and then move it right or down to zoom in, or left or up to zoom out.
In Select mode, you can zoom in or out by using the mouse wheel while you press and hold Ctrl.
OrbitPositions the view on a circular path around the selected object. If no object is selected, the path is centered on the scene origin. Note: This mode has no effect when Orthographic projection is enabled.
World LocalWhen this item is enabled, transformations on the selected object occur in world-space. Otherwise, transformations on the selected object occur in local-space.
Pivot ModeWhen this item is enabled, transformations affect the location and orientation of the pivot point of the selected object (The pivot point defines the center of translation, scaling, and rotation operations.) Otherwise, transformations affect the location and orientation of the object's geometry, relative to the pivot point.
Lock X axisRestricts object manipulation to the x axis. Applies only when you use the center part of the manipulator widget.
Lock Y axisRestricts object manipulation to the y axis. Applies only when you use the center part of the manipulator widget.
Lock Z axisRestricts object manipulation to the z axis. Applies only when you use the center part of the manipulator widget.
Frame ObjectFrames the selected object so that it's located in the center of the view.
ViewSets the view orientation. Here are the available orientations:
Front
Positions the view in front of the scene.
Back
Positions the view behind the scene.
Left
Positions the view to the left of the scene.
Right
Positions the view to the right of the scene.
Top
Positions the view above the scene.
Bottom
Positions the view beneath the scene. Note: This is the only way to change the view direction when Orthographic projection is enabled.
ProjectionSets the kind of projection that is used to draw the scene. Here are the available projections:
Perspective
In perspective projection, objects that are farther away from the viewpoint appear smaller in size and ultimately converge to a point in the distance.
Orthographic
In Orthographic projection, objects appear to be the same size, regardless of their distance from the viewpoint. No convergence is displayed. When Orthographic projection enabled, you can't use Orbit mode to position the view.
Draw StyleSets how objects in the scene are rendered. Here are the available styles:
Wire Frame
When enabled, objects are rendered as wireframes.
Overdraw
When enabled, objects are rendered by using additive blending. You can use this to visualize how much overdraw is occurring in the scene.
Flat Shaded
When enabled, objects are rendered by using a basic, flat shaded lighting model. You can use this to see the faces of an object more easily.
If none of these options are enabled, each object is rendered by using the material that's applied to it.
Real-Time Rendering ModeWhen real-time rendering is enabled, Visual Studio redraws the design surface, even when no user action is performed. This mode is useful when you work with shaders that change over time.
Toggle GridWhen this item is enabled, a grid is displayed. Otherwise, the grid is not displayed.
ToolboxAlternately shows or hides the Toolbox.
Document OutlineAlternately shows or hides the Document Outline window.
PropertiesAlternately shows or hides the Properties window.
AdvancedContains advanced commands and options.
Graphics Engines
Render with D3D11
Uses Direct3D 11 to render the Model Editor design surface.
Render with D3D11WARP
Uses Direct3D 11 Windows Advanced Rasterization Platform (WARP) to render the Model Editor design surface.
Scene Management
Import
Imports objects from another 3D model file to the current scene.
Attach to Parent
Establishes the first of multiple selected objects as the parent of the remaining selected objects.
Detach from Parent
Detaches the selected object from its parent. The selected object becomes a root object in the scene. A root object doesn't have a parent object.
Create Group
Groups the selected objects as sibling objects.
Merge Objects
Combines the selected objects into one object.
Create New Object From Polygon Selection
Removes the selected faces from the current object and adds to the scene a new object that contains those faces.
Tools
Flip Polygon Winding
Flips the selected polygons so that its winding order and surface normal are inverted.
Remove All Animation
Removes animation data from the objects.
Triangulate
Converts the selected object to triangles.
View
Backface Culling
Enables or disables backface culling.
Frame Rate
Displays the frame rate in the upper-right corner of the design surface. The frame rate is the number of frames that are drawn per second.
This option is useful when you enable the Real-Time Rendering Mode option.
Show All
Shows all objects in the scene. This resets the Hidden property of each object to False.
Show Face Normals
Shows the normal of each face.
Show Missing Materials
Displays a special texture on objects that don't have a material assigned to them.
Show Pivot
Enables or disables the display of a 3D axis marker at the pivot point of the active selection.
Show Placeholder Nodes
Shows placeholder nodes. A placeholder node is created when you group objects.
Show Vertex Normals
Shows the normal of each vertex. Tip: You can choose the Scripts button to run the last script again.

Here's the Model Editor toolbar:

The next table describes the items on the Model Editor toolbar, which are listed in the order in which they appear from top to bottom.

Toolbar ItemDescription
TranslateMoves the selection.
ScaleChanges the size of the selection.
RotateRotates the selection.
Select PointSets the Selection mode to select individual points on an object.
Select EdgeSets the Selection mode to select an edge (a line between two vertices) on an object.
Select FaceSets the Selection mode to select a face on an object.
Select ObjectSets the Selection mode to select an entire object.
ExtrudeCreates an additional face and connects it to the selected face.
SubdivideDivides each selected face into multiple faces. To create the new faces, new vertices are added—one in the center of the original face, and one in the middle of each edge—and then joined together with the original vertices. The number of added faces is equal to the number of edges in the original face.

Control the view

The 3D scene is rendered according to the view, which can be thought of as a virtual camera that has a position and an orientation. To change the position and orientation, use the view controls on the Model Editor Mode toolbar.

The following table describes the primary view controls.

Obj Model Editor
View ControlDescription
PanEnables movement of a 3D scene relative to the window frame. To pan, select a point in the scene and move it around.
In Select mode, you can press and hold Ctrl to activate Pan mode temporarily.
ZoomEnables the display of more or less scene detail relative to the window frame. In Zoom mode, select a point in the scene and then move it right or down to zoom in, or left or up to zoom out.
In Select mode, you can zoom in or out by using the mouse wheel while you press and hold Ctrl.
OrbitPositions the view on a circular path around the selected object. If no object is selected, the path is centered on the scene origin. Note: This mode has no effect when Orthographic projection is enabled.
Frame ObjectFrames the selected object so that it's located in the center of the view.

The view is established by the virtual camera, but it's also defined by a projection. The projection defines how shapes and objects in the view are translated into pixels on the design surface. On the Model Editor toolbar, you can choose either Perspective or Orthographic projection.

ProjectionDescription
PerspectiveIn perspective projection, objects that are farther away from the viewpoint appear smaller in size and ultimately converge to a point in the distance.
OrthographicIn Orthographic projection, objects appear to be the same size, regardless of their distance from the viewpoint. No convergence is displayed. When Orthographic projection enabled, you can't use Orbit mode to position the view arbitrarily.

You might find it useful to view a 3D scene from a known position and angle, for example, when you want to compare two similar scenes. For this scenario, the Model Editor provides several predefined views. To use a predefined view, on the Model Editor Mode toolbar, choose View, and then choose the predefined view you want—front, back, left, right, top, or bottom. In these views, the virtual camera looks directly at the origin of the scene. For example, if you choose View Top, the virtual camera looks at the origin of the scene from directly above it.

View additional geometry details

To better understand a 3D object or scene, you can view additional geometry details such as per-vertex normals, per-face normals, the pivot points of the active selection, and other details. To enable or disable them, on the Model Editor toolbar, choose Scripts > View, and then choose the one you want.

Create and import 3D objects

To add a predefined 3D shape to the scene, in the Toolbox, select the one you want and then move it to the design surface. New shapes are positioned at the origin of the scene. The Model Editor provides seven shapes: Cone, Cube, Cylinder, Disc, Plane, Sphere, and Teapot.

To import a 3D object from a file, on the Model Editor toolbar, choose Advanced > Scene Management > Import > and then specify the file that you want to import.

Transform objects

You can transform an object by changing its Rotation, Scale, and Translation properties. Rotation orients an object by applying successive rotations around the x-axis, y-axis, and z-axis defined by its pivot point. Each rotation specification has three components—x, y, and z, in that order—and the components are specified in degrees. Scaling resizes an object by stretching it by a specified factor along one or more axes centered on its pivot point. Translation locates an object in 3-dimensional space relative to its parent instead of its pivot point.

You can transform and object either by using modeling tools or by setting properties.

Transform an object by using modeling tools

  1. In Select mode, select the object you want to transform. A wireframe overlay indicates that the object is selected.

  2. On the Model Editor toolbar, choose the Translate, Scale, or Rotate tool. A translation, scaling, or rotation manipulator appears for the selected object.

  3. Use the manipulator to perform the transformation. For translation and scaling transformations, the manipulator is an axis indicator. You can change one axis at a time, or you can change all axes at the same time by using the white cube at the center of the indicator. For rotation, the manipulator is a sphere made of color-coded circles that correspond to the x-axis (red), y-axis (green), and z-axis (blue). You have to change each axis individually to create the rotation you want.

Transform an object by setting its properties

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View ControlDescription
PanEnables movement of a 3D scene relative to the window frame. To pan, select a point in the scene and move it around.
In Select mode, you can press and hold Ctrl to activate Pan mode temporarily.
ZoomEnables the display of more or less scene detail relative to the window frame. In Zoom mode, select a point in the scene and then move it right or down to zoom in, or left or up to zoom out.
In Select mode, you can zoom in or out by using the mouse wheel while you press and hold Ctrl.
OrbitPositions the view on a circular path around the selected object. If no object is selected, the path is centered on the scene origin. Note: This mode has no effect when Orthographic projection is enabled.
Frame ObjectFrames the selected object so that it's located in the center of the view.

The view is established by the virtual camera, but it's also defined by a projection. The projection defines how shapes and objects in the view are translated into pixels on the design surface. On the Model Editor toolbar, you can choose either Perspective or Orthographic projection.

ProjectionDescription
PerspectiveIn perspective projection, objects that are farther away from the viewpoint appear smaller in size and ultimately converge to a point in the distance.
OrthographicIn Orthographic projection, objects appear to be the same size, regardless of their distance from the viewpoint. No convergence is displayed. When Orthographic projection enabled, you can't use Orbit mode to position the view arbitrarily.

You might find it useful to view a 3D scene from a known position and angle, for example, when you want to compare two similar scenes. For this scenario, the Model Editor provides several predefined views. To use a predefined view, on the Model Editor Mode toolbar, choose View, and then choose the predefined view you want—front, back, left, right, top, or bottom. In these views, the virtual camera looks directly at the origin of the scene. For example, if you choose View Top, the virtual camera looks at the origin of the scene from directly above it.

View additional geometry details

To better understand a 3D object or scene, you can view additional geometry details such as per-vertex normals, per-face normals, the pivot points of the active selection, and other details. To enable or disable them, on the Model Editor toolbar, choose Scripts > View, and then choose the one you want.

Create and import 3D objects

To add a predefined 3D shape to the scene, in the Toolbox, select the one you want and then move it to the design surface. New shapes are positioned at the origin of the scene. The Model Editor provides seven shapes: Cone, Cube, Cylinder, Disc, Plane, Sphere, and Teapot.

To import a 3D object from a file, on the Model Editor toolbar, choose Advanced > Scene Management > Import > and then specify the file that you want to import.

Transform objects

You can transform an object by changing its Rotation, Scale, and Translation properties. Rotation orients an object by applying successive rotations around the x-axis, y-axis, and z-axis defined by its pivot point. Each rotation specification has three components—x, y, and z, in that order—and the components are specified in degrees. Scaling resizes an object by stretching it by a specified factor along one or more axes centered on its pivot point. Translation locates an object in 3-dimensional space relative to its parent instead of its pivot point.

You can transform and object either by using modeling tools or by setting properties.

Transform an object by using modeling tools

  1. In Select mode, select the object you want to transform. A wireframe overlay indicates that the object is selected.

  2. On the Model Editor toolbar, choose the Translate, Scale, or Rotate tool. A translation, scaling, or rotation manipulator appears for the selected object.

  3. Use the manipulator to perform the transformation. For translation and scaling transformations, the manipulator is an axis indicator. You can change one axis at a time, or you can change all axes at the same time by using the white cube at the center of the indicator. For rotation, the manipulator is a sphere made of color-coded circles that correspond to the x-axis (red), y-axis (green), and z-axis (blue). You have to change each axis individually to create the rotation you want.

Transform an object by setting its properties

  1. In Select mode, select the object that you want to transform. A wireframe overlay indicates that the object is selected.

  2. In the Properties window, specify values for the Rotation, Scale, and Translation properties.

    Important

    For the Rotation property, specify the degree of rotation around each of the three axes. Rotations are applied in order, so make sure to plan a rotation, first in terms of the x-axis rotation, then the y-axis, and then the z-axis.

By using the modeling tools, you can create transformations quickly but not precisely. By setting the object properties, you can specify transformations precisely but not quickly. We recommend that you use the modeling tools to get 'close enough' to the transformations you want, and then fine-tune the property values.

If you don't want to use manipulators, you can enable free-form mode. On the Model Editor toolbar, choose Scripts > Tools > Free-form Manipulation to enable (or disable) free-form mode. In free-form mode, you can begin a manipulation at any point on the design surface instead of a point on the manipulator. In free-form mode, you can constrain changes to certain axes by locking the ones you don't want to change. On the Model Editor Mode toolbar, choose any combination of the Lock X, Lock Y, and Lock Z buttons.

You might find it useful to work with objects by using snap-to-grid. On the Model Editor Mode toolbar, choose Snap to enable (or disable) snap-to-grid. When snap-to-grid is enabled, translation, rotation, and scaling transformations are constrained to predefined increments.

Work with the pivot point

The pivot point of an object defines its center of rotation and scaling. You can change the pivot point of an object to change how it's affected by rotation and scaling transformations. On the Model Editor Mode toolbar, choose Pivot Mode to enable (or disabled) pivot mode. When pivot mode is enabled, a small axis indicator appears at the pivot point of the selected object. You can then use the Translation and Rotation tools to manipulate the pivot point.

For a demonstration that shows how to use the pivot point, see How to: Modify the pivot point of a 3D model.

World and local modes

Translation and rotation can occur in either the local coordinate system (or local frame-of-reference) of the object, or in the coordinate system of the world (or the world frame-of-reference). The world frame-of-reference is independent of the rotation of the object. Local mode is the default. To enable (or disable) world mode, on the Model Editor Mode toolbar, choose the WorldLocal button.

Modify objects

You can change the shape of a 3D object by moving or deleting its vertices, edges, and faces. By default, the Model Editor is in object mode, so that you can select and transform entire objects. To select points, edges, or faces, choose the appropriate selection mode. On the Model Editor Mode toolbar, choose Selection modes, and then choose the mode that you want.

You can create additional vertices by extrusion or by subdivision. Extrusion duplicates the vertices of a face (a co-planar set of vertices), which remain connected by the duplicated vertices. Subdivision adds vertices to create several faces where there was previously one. To create the new faces, new vertices are added—one in the center of the original face, and one in the middle of each edge—and then joined together with the original vertices. The number of added faces is equal to the number of edges in the original face. In both cases, you can translate, rotate, and scale the new vertices to change the geometry of the object.

To extrude a face from an object

  1. In face-select mode, select the face you want to extrude.

  2. On the Model Editor toolbar, choose Scripts > Tools > Extrude.

To subdivide faces

  1. In face-select mode, select the faces you want to subdivide. Because subdivision creates new edge data, subdividing all faces at once gives more-consistent results when the faces are adjacent.

  2. On the Model Editor toolbar, choose Scripts > Tools > Subdivide.

You can also triangulate faces, merge objects, and convert polygon selections into new objects. Triangulation creates additional edges such that a non-triangular face is converted to an optimal number of triangles; however, it doesn't provide additional geometric detail. Merging combines selected objects into one object. New objects can be created from a polygon selection.

Triangulate a face

  1. In face-select mode, select the face you want to triangulate.

  2. On the Model Editor toolbar, choose Scripts > Tools > Triangulate.

Merge objects

  1. In object-select mode, select the objects you want to merge.

  2. On the Model Editor toolbar, choose Scripts > Tools > Merge Objects.

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Create an object from a polygon selection

  1. In face-select mode, select the faces you want to create a new object from.

  2. On the Model Editor toolbar, choose Scripts > Tools > Create New Object from Polygon Selection.

Work with materials and shaders

The appearance of an object is determined by the interaction of lighting in the scene and the material of the object. Materials are defined by properties that describe how the surface reacts to different types of light and by a shader program that calculates the final color of each pixel on the object surface based on lighting information, texture maps, normal maps, and other data.

The Model Editor provides these default materials:

MaterialDescription
UnlitRenders a surface without any simulated lighting.
LambertRenders a surface with simulated ambient lighting and diffuse lighting.
PhongRenders a surface with simulated ambient lighting, diffuse lighting, and specular highlights.

Each of these materials applies one texture on the surface of an object. You can set a different texture for each object that uses the material.

To modify how a particular object reacts to the different light sources in the scene, you can change the lighting properties of material independent of other objects that use the material. This table describes common lighting properties:

Lighting PropertyDescription
AmbientDescribes how the surface is affected by ambient lighting.
DiffuseDescribes how the surface is affected by directional and point lights.
EmissiveDescribes how the surface emits light, independent of other lighting.
SpecularDescribes how the surface reflects directional and point lights.
Specular PowerDescribes the breadth and intensity of specular highlights.

Depending on what a material supports, you can change its lighting properties, textures, and other data. In Select mode, select the object whose material you want to change, and then in the Properties window, change the MaterialAmbient, MaterialDiffuse, MaterialEmissive, MaterialSpecular, MaterialSpecularPower, or other available property. A material can expose up to eight textures, whose properties are named sequentially from Texture1 to Texture8.

To remove all materials from an object, on the Model Editor toolbar, choose Scripts > Materials > Remove Materials.

You can use the Shader Designer to create custom shader materials that you can apply to objects in your 3D scene. For information about how to create custom shader materials, see Shader Designer. For information about how to apply a custom shader material to an object, see How to: Apply a shader to a 3D model.

Scene management

You can manage scenes as a hierarchy of objects. When multiple objects are arranged in a hierarchy, any translation, scale, or rotation of a parent node also affects its children. This is useful when you want to construct complex objects or scenes from more basic objects.

You can use the Document Outline window to view the scene hierarchy and select scene nodes. When you select a node in the outline, you can use the Properties window to modify its properties.

You can construct a hierarchy of objects either by making one of them the parent to the others or by grouping them together as siblings under a placeholder node that acts as the parent.

Create a hierarchy that has a parent object

  1. In Select mode, select two or more objects. The first one you select will be the parent object.

  2. On the Model Editor toolbar, choose Scripts > Scene Management > Attach to Parent.

Create a hierarchy of sibling objects

  1. In Select mode, select two or more objects. A placeholder object is created and becomes their parent object.

  2. On the Model Editor toolbar, choose Scripts > Scene Management > Create Group.

The Model Editor uses a white wireframe to identify the first selected object, which becomes the parent. Other objects in the selection have a blue wireframe. By default, placeholder nodes are not displayed. To display placeholder nodes, on the Model Editor toolbar, choose Scripts > Scene Management > Show Placeholder Nodes. You can work with placeholder nodes just as you work with non-placeholder objects.

Obj Model Editor Model

To remove the parent-child association between two objects, select the child object, and then on the Model Editor toolbar, choose Scripts > Scene Management > Detach from Parent. When you detach the parent from a child object, the child object becomes a root object in the scene.

Keyboard shortcuts

CommandKeyboard shortcuts
Switch to Select modeCtrl+G, Ctrl+Q
S
Switch to Zoom modeCtrl+G, Ctrl+Z
Z
Switch to Pan modeCtrl+G, Ctrl+P
K
Select allCtrl+A
Delete the current selectionDelete
Cancel the current selectionEscape (Esc)
Zoom inMouse wheel forward
Ctrl+Mouse wheel forward
Shift+Mouse wheel forward
Ctrl+PageUp
Plus Sign (+)
Zoom outMouse wheel backward
Ctrl+Mouse wheel backward
Shift+Mouse wheel backward
Ctrl+PageDown
Minus Sign (-)
Pan the camera upPageDown
Pan the camera downPageUp
Pan the camera leftMouse wheel left
Ctrl+PageDown
Pan the camera rightMouse wheel right
Ctrl+PageDown
View top of modelCtrl+L, Ctrl+T
T
View bottom of modelCtrl+L, Ctrl+U
View left side of modelCtrl+L, Ctrl+L
View right side of modelCtrl+L, Ctrl+R
View front of modelCtrl+L, Ctrl+F
View back of modelCtrl+L, Ctrl+B
Frame object in windowF
Toggle wireframe modeCtrl+L, Ctrl+W
Toggle snap-to-gridCtrl+G, Ctrl+N
Toggle pivot modeCtrl+G, Ctrl+V
Toggle x-axis restrictionCtrl+L, Ctrl+X
Toggle y-axis restrictionCtrl+L, Ctrl+Y
Toggle z-axis restrictionCtrl+L, Ctrl+Z
Switch to translation modeCtrl+G, Ctrl+W
W
Switch to scale modeCtrl+G, Ctrl+E
E
Switch to rotation modeCtrl+G, Ctrl+R
R
Switch to point-select modeCtrl+L, Ctrl+1
Switch to edge-select modeCtrl+L, Ctrl+2
Switch to face-select modeCtrl+L, Ctrl+3
Switch to object-select modeCtrl+L, Ctrl+4
Switch to orbit (camera) modeCtrl+G, Ctrl+O
Select next object in sceneTab
Select previous object in sceneShift+Tab
Manipulate the selected object based on the current tool.The Arrow keys
Deactivate current manipulatorQ
Rotate cameraAlt+Drag with left mouse button

Related topics

3d Obj Files

TitleDescription
Working with 3D assets for games and appsProvides an overview of the Visual Studio tools that you can use to work with graphics assets such as textures and images, 3D models, and shader effects.
Image EditorDescribes how to use the Visual Studio Image Editor to work with textures and images.
Shader DesignerDescribes how to use the Visual Studio Shader Designer to work with shaders.




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