Transform

Jaejun You | 2024-04-10

Plask provides powerful tools for manipulating 3D objects through various node types. This guide will help you understand how to modify poses and work with different node types effectively.

Using Gizmos for Transformation

Gizmos are visual tools that allow you to manipulate objects in 3D space directly in the canvas.

Activating Gizmos

  • Select a node in the Outliner to activate its gizmo in the canvas.

Gizmo Types and Shortcuts

  • Position Gizmo: Press W
    • Use to move objects in 3D space
  • Rotation Gizmo: Press E
    • Use to rotate objects around their axes
  • Scale Gizmo: Press R
    • Use to resize objects uniformly or along specific axes

Tips for Using Gizmos

  • Click and drag on the colored axes to constrain movement to that axis
  • Use the center cube of the gizmo for free movement in all directions
  • Practice switching between gizmo types for efficient editing

Understanding Node Types

Transform Nodes

  • Purpose: Used to change the 3D shape, typically representing Bones or Controllers
  • Properties: Position, Rotation, and Scale
  • Behavior: Deforming a Transform Node affects its associated skinned Mesh
  • Use Case: Primarily used for posing and animating characters

Mesh Nodes

  • Definition: The visible shell of a 3D object, composed of polygons
  • Properties: Position, Rotation, and Scale
  • Characteristics: Represents the actual 3D geometry visible in the scene
  • Use Case: Modifying overall object appearance and placement

Camera Nodes

  • Function: Creates the camera view in your scene
  • Properties:
    • Position: Location of the camera in 3D space
    • Rotation: Direction the camera is pointing
    • FOV (Field of View): Controls how wide the camera's view is
  • Use Case: Setting up scene compositions and determining what the viewer sees

Light Nodes

  • Purpose: Creates lighting in your scene
  • Properties:
    • Position and Rotation: Placement and direction of the light
    • Intensity: Brightness of the light
    • Diffuse: Main color of the light as it reflects off surfaces
    • Specular: Color of highlights on shiny surfaces
  • Light Types:
    1. Directional: Simulates distant light sources like the sun
    2. Spot: Creates a focused cone of light
    3. Point: Emits light equally in all directions
    4. Hemisphere: Provides soft, ambient lighting from above

Advanced Tips and Techniques

  1. Hierarchical Editing
    • Modifying parent nodes affects all child nodes
    • Use this for efficient group transformations
  2. Precise Transformations
    • Use the properties panel for numeric input when precision is needed