ModelDoc Editor: Difference between revisions
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* Finally, you can open a model directly from the Asset Browser. Simple double-click a model in the Asset Browser, OR right click on it, and select '''Open in Model Editor''': | * Finally, you can open a model directly from the Asset Browser. Simple double-click a model in the Asset Browser, OR right click on it, and select '''Open in Model Editor''': | ||
*:[[File:Model_editor_from_asset.JPG|400px]] | *:[[File:Model_editor_from_asset.JPG|400px]] | ||
== Understanding ModelDoc == | |||
[[File:HLVR-ModelDoc.png|thumb|The ModelDoc Editor, with a blank scene.]] | |||
ModelDoc uses a node-based system for putting together models, but maybe not in the way you'd think. Nodes are stored in the Outliner, which is organized by Categories, each with their own unique settings and properties that are worth taking a once over. | |||
{{note|You can view all the available nodes for models and their settings by selecting "Show Empty Categories."}} | |||
To preview your model as you're working on it, you have to manually compile it, using the [[File:HLVR-ModelDoc-NeedsCompiling.png]] button. | |||
To add a mesh to your model, you will need to right click the Outliner, and add a Mesh Node to your model. This can be done by either finding the desired mesh node (usually RenderMeshFile) or more easily, clicking the "Add Meshes..." button which does the same thing. | |||
[[File:HLVR-ModelDoc-NodeTypes.png|thumb|The "Add Note Type" Dialog]] | |||
Now, click the "Compile Model" button and your model should render! Usually though, your model won't spawn with it's textures, as it'll look for materials that aren't there. To override your materials from the .fbx file, add a new node called "DefaultMaterialGroup" which will override your default materials. | |||
== See also == | == See also == |
Revision as of 00:19, 27 May 2020
ModelDoc Editor enables an end-user to create, view, and edit models, all in a single tool.
Launching ModelDoc Editor
Like the rest of the tools, ModelDoc Editor can be opened in a variety of ways. You can:
- Finally, you can open a model directly from the Asset Browser. Simple double-click a model in the Asset Browser, OR right click on it, and select Open in Model Editor:
Understanding ModelDoc
ModelDoc uses a node-based system for putting together models, but maybe not in the way you'd think. Nodes are stored in the Outliner, which is organized by Categories, each with their own unique settings and properties that are worth taking a once over.

To preview your model as you're working on it, you have to manually compile it, using the button.
To add a mesh to your model, you will need to right click the Outliner, and add a Mesh Node to your model. This can be done by either finding the desired mesh node (usually RenderMeshFile) or more easily, clicking the "Add Meshes..." button which does the same thing.
Now, click the "Compile Model" button and your model should render! Usually though, your model won't spawn with it's textures, as it'll look for materials that aren't there. To override your materials from the .fbx file, add a new node called "DefaultMaterialGroup" which will override your default materials.