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The Basics

The various pieces of the OtS editor.

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The OtS editor is comprised of three panels:

  1. the Scene panel on the left,
  2. the viewport in the centre, and
  3. the Properties panel on the right.

The Scene Panel

The Scene panel shows all the objects currently in the scene. As you use the editor this will fill with Mesh, Voxels, and Blocks objects.

  • Mesh objects represent 3D models and other geometry such as cubes, spheres, and other 3D shapes.
  • Voxels objects represent a collection of coloured cubes known as voxels.
  • Blocks objects represent a collection of Minecraft blocks.

To add an object use the Add Object button and choose the type of object to import. Once an object has been added into the scene it'll be shown in the Scene panel.

Clicking an object selects and deselects it. A selected object is shown with an outline in the 3D viewport and its properties are shown in the Properties panel.

An object can be shown/hidden by clicking the button.

OtS works by converting between object types. A Mesh object can be turned into a Voxels object which can in turn be converted to a Blocks object.

The Viewport

The viewport displays all the visible objects currently in the scene. If an object is selected it will be outlined and have a bounding box drawn around it.

Toolbar

At the top of the viewport is the toolbar where you can toggle various settings.

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The button configures the World Settings.

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The button configures the Camera Settings.

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The button configures the Snapping Settings. This changes the default snapping sizes when moving, rotating, and scaling objects.

You can disable snapping for each transform mode by unticking the box.

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The final three are Move, Rotate, Scale which control the 3D gizmo when transforming the selected object. These buttons are disabled when no object is selected.

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The Properties Panel

If an object is selected, its details will be shown in the Properties panel.

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Here you can edit the selected object's position, rotation, and scale. The "Bounds" options let you type in the desired dimensions of the object.

1 unit = 1m = 1 voxel = 1 block

In the Actions section is where you go to perform tasks in OtS such as converting a Mesh object to a Voxels using the Generate Voxels action. What actions can be performed depends on the type of the selected object.

The Mode Panel

Beginning some actions will put the editor into a new mode, such as the Generate Voxels mode. This will swap out the Scene panel for the Mode panel.

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