Sharing and embedding
A set of fast-usability controls at the bottom center of the canvas area
Here you will learn about these tools:
- Fit view
- Display options
- Gizmo & Pivot
And also about that thing in the bottom left corner:
Feature for focusing the camera on an object or geometric element (in edit mode).
Select the object, then press
A, the camera is now focused on the object and rotating around it.
If you click on an empty area of the canvas and press
A, the camera will fit all the objects that are in the scene and rotate at the center point between them.
By default in object mode, objects are displayed with their materials and textures, to see it’s mesh, you need to change the display style.
In edit mode, you see the mesh of the object, but you can also switch the style and see the materials without having to change the mode.
This option is needed to see how the object will look with a baked Lightmap. Without wasting time on multiple bakings, you can quickly check how the object will look with different lights.
This variant does not use real-time rendering, but rendering based on path tracing. Accordingly, it is more resource-intensive, takes some time, and contains noise.
Textured display option
This is the default display option that shows all objects with materials assigned to them. It also displays shadows, reflections, and lighting - provided that these options are turned on.
Shaded display option
This mode allows you to see objects shaded and filled with a single gradient color. You can see the scene composition and object placement clearly. The wire meshes of objects can also be seen — this can be useful to identify complex objects and optimizing them for performance. This is also the display used in Edit Mode.
Wired display option
This mode displays transparent wireframe mesh outlines of objects. This allows you to get a good ‘X-ray’ overview of the scene, and optimize performance by clearly seeing which objects have the most complex meshes, which will have a cumulative effect on performance if there are too many.
Bounding box display option
This display option is good for navigating and changing complex scenes. It allows you to see the space the object occupies, but there is no detailed mesh.
Gizmo & Pivot point
Gizmo is your virtual hand that helps you move, rotate and scale objects on the scene.
The three-pronged entity which appears whenever an object or modifier is selected is called the Gizmo. This will be your best friend on your Vectary Studio journey - it allows for quick repositioning and resizing of objects, modifiers, and more. Its center point is also the axis of rotation for selected objects.
The Gizmo can be switched to advanced mode so that there are additional control elements:
Gizmo can be in two states: Global and Local, switching is done with the hotkey
The axes of the global gizmo coincide with the axes of the scene, and the axes of the local gizmo are directed relative to the object/geometric element.
Tips and tricks
Shiftand pull one cube to scale the object not proportionally, but only in the chosen direction.
Right mousebutton on the arc to change the direction of the axes.
Shiftand pull the arc, then the object will rotate in 15° increments.
Right mousebutton and pull the arrow to move Gizmo.
Left-clickon Gizmo handler to enter the exact value to change the object's rotation, position and scale.
Right-clickon the Gizmo handler to enter the exact value to change the pivot point position and rotation of the Gizmo independent of the object.
The center point of the Gizmo is called the Pivot point.
The object rotates, moves, and 👉 transforms with relative to this point. The position of this point can be changed.
By holding Pivot with:
left mousebutton you can move the object or geometric element.
right mousebutton you can move the Pivot point to any location on the scene. Or activate the Edit Origin mode to move the pivot point with the
double-clickreturns the pivot point back to the object.
🔥 How to quickly change the pivot point position (top, middle, bottom)
- Hold down the right mouse button on the pivot point and move it slightly
- This will cause a box to appear with dots at the top, middle, and bottom
- Drag and drop a pivot point on any of them to get a new position
Snap (or magnetization) helps to be more accurate in certain actions.
Clicking the magnet icon (or
S key) turns this feature on/off.
In the pop up list you can choose which snapping will work.
For Design mode
For Edit mode
The video shows the action of each snapping:
- View — to disable automatic switching to orthogonal view when approaching such view
- Grid — to grid
- Middle — to the central point between the vertices
- End — to the vertices of lines
- Near — to an edge
- Division — you can set a number of divisions you want to snap
- Angle — set the desired angle, thereby setting the Gizmo rotation step
- Face — to surfaces
This option immediately downloads a rendered image of the current view
Orientation Axis and Quants
In the bottom left hand corner of the screen you will find an area containing an
Z orientation axis, a view type name and Project Quants.
TAB to cycle between orthogonal views: front, top, right, left, back, bottom.
Hovering over an Axis will indicate the view that will be set if clicked with the left mouse button:
These are three icons followed by a number.
58824 — number of vertices
19608 — number of triangles
25 — number of objects
The number of triangles (polygons) affects the loading speed of the scene.
Read more about the recommended number of polygons here.