Viewport

Object which controls the position, orientation, and display of a camera view within the 3D workspace.

Note

This section is not fully updated.

Of course, K-3D wouldn't be a 3D program without some way of seeing your virtual world! Each Document in K-3D can contain an unlimited number of Cameras, each Camera representing a virtual view into your document through a Camera Viewport. By dragging your mouse through the Camera Viewport, you can interactively pan, tilt, and dolly the virtual camera, select geometry and even move, orient, and scale whole objects.

Navigation / Manipulation

The following is not just limited to camera navigation but apply to the manipulation of all objects in the scene that has a position and orientation.

Rotate / Pan & Tilt

Hold down the right mouse button to pan and tilt.

Cant / Dutch Tilt

Hold press the Ctrl key and hold down the right mouse button to dutch tilt.

Scale / Zoom

Hold down the middle mouse button.

Translate / Dolly

You can dolly by pressing the Shif key while holding down the right mouse button. The behaviour is dependent on what active axis is selected. With the Y axis active, mouse movement dolly the Camera along the X and Z axes.

Shift+Control while holding down the right mouse button dolly along the active axis. When a given axis is active, mouse movement alters an object around the other two axes; holding down CTRL constrains the change to the Active Axis.

Select / Deselect

You can use the mouse to select and deselect geometry interactivly. Selected geometry will be highlighted as white. When selecting in K-3D, it's important to keep in mind that there are three "levels" of selection: 1) Objects 2) Polygons 3) Points.

Objects

The first type of selection is the easiest: selecting an entire Object. You can do this in one of two ways: through the Hierarchy (clicking on the second square in front of the object) or by clicking on the Object with SHIFT and the Left Mouse Button.

Polygons

Next, you might want to select polygons using a rectangular Rubber Band Box. Just drag the mouse with the Left Mouse Button down. An important thing to keep in mind is that every polygon that fits completely within the Rubber Band Box will be selected, whether it's visible or not. You may want to disable solid rendering for the Viewport while making selections, to avoid selecting unseen polygons by mistake.

Next, we'll select polygons using an arbitrarily-shaped Lasso. Hold down SHIFT while dragging the mouse with the Left Mouse Button down. Again, any polygon contained in the Lasso will be selected. When selecting with Rubber Band Boxes or Lassos, you will often need to move the Camera so you have a "clear shot" at the polygons you want to select.

You can select individual polygons by clicking within them with the Left Mouse Button. Again, any polygon under the mouse pointer is a candidate for selection.

Points

We've covered Objects and Polygons so far, but what about Points? Actually, we've already been selecting Points, albeit indirectly - whenever you select a Polygon, you're selecting all its Points. This applies at the Object level, too - selecting an Object selects all its Polygons and Points. It's useful, though, to be able to select individual Points. To do this, we switch our Document to Point Edit Mode. We can now select individual Points using the same Rubber Band Box and Lasso techniques used earlier to select Polygons. You can use SHIFT click to select individual polygons while in Point Edit Mode.

Deselection

You can deselect everything in your entire Document by clicking the Right Mouse Button in any Camera Viewport. Your Document can contain any combination of selected and unselected Objects, Polygons, and Points, and you'll need to keep track of what's selected, so you don't make inadvertent alterations. Use an Right Mouse Button click between selections to avoid leaving something selected by mistake. To deselect selectively, simply hold down CTRL while using any of the previously mentioned selection techniques.

Properties

NameDescription
nameObject name [string]
input_matrixInput matrix [matrix4]
positionPosition [vector3]
orientationOrientation [angle_axis]
scaleScale Matrix [vector3]
output_matrixOutput matrix [matrix4]
point_sizePoint size [integer]
background_colorBackground color [color]
fogFog [boolean]
fog_nearFog near distance [number]
fog_farFog far distance [number]
orthographicOrthographic [boolean]
leftLeft [number]
rightRight [number]
topTop [number]
bottomBottom [number]
nearNear plane distance [number]
farFar plane distance [number]
headlightHeadlight [boolean]
show_lightsShow Lights [boolean]
draw_pointsDraw Points [boolean]
draw_edgesDraw Edges [boolean]
draw_facesDraw Faces [boolean]
draw_linear_curvesDraw Linear Curves [boolean]
draw_cubic_curvesDraw Cubic Curves [boolean]
draw_nucurvesDraw NURBS Curves [boolean]
draw_bilinear_patchesDraw Bilinear Patches [boolean]
draw_bicubic_patchesDraw Bicubic Patches [boolean]
draw_nupatchesDraw NURBS Patches [boolean]
draw_face_orientationsDraw Face Orientations [boolean]
draw_two_sidedDraw Two Sided [boolean]
draw_safe_zoneDraw Safe Zone [boolean]
viewport_hostViewport Host [object]
<< Previous 
Table of Content
  Next >>