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Object Name | Name of the Selected Model (This can sometimes be displayed in the blue color. This is simply an indicator that the object was placed using the model brush and therefore can be affected by it in the future. This does not limit any of the settings below) |
Object ID | ID of the Model. This cannot be changed and is automatically generated by Bright Engine. When accessing this object via scripts, the ID is used to identify which object you are interacting the script with. |
Object Path | File path of the Model within the Project directory |
Group ID | ID of the group the model is assigned to. |
Properties | Property set assigned to the object. |
Hide Button | By enabling this feature, the selected Object will be hidden in the viewport. |
Lock Button | By enabling this feature, the selected Object can no longer be translated, rotated or scaled. It is also removed from the selection pass meaning, re-selection of the object at a later stage must be done via the Hierarchy panel. Locked objects have a yellow bounding box. This can be toggled at any time. |
Position | X,Y,Z co-ordinates of the Model in the Zone |
Rotation | Pitch, Yaw, Roll angles of the Model in the Zone |
Scale | Width, Height, Depth of the Model in the Zone |
Constrain Proportions | Changes all Scale values uniformly |
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Material List | A slot will appear for each material of the selected model. By double clicking on one of the slots will open up a file dialog where a material, which has been previously made in the Material Editor, can be selected an applied to the selected material slot. To change a material simply double click the slot you wish to change and select a new material. |
Material Editor | This button will open the Material Editor and automatically load the material in the currently selected material slot. |
Reload Material | This button will reload the selected material and its associated textures. |
Casts Shadows | Sets whether this model casts a shadow. |
Casts AO | Sets whether this model casts its Ambient Occlusion. |
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Animate | Enable the animations of the selected Model (if any) |
Set Name | The Set of Animations to use |
Sequence | The Sequence in the selected Set to use |
Method | Method used to play the selected Animation |
Speed Override | Override the set speed of the selected sequence. Leave value at 1.0 to bypass this feature. |
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LOD's Found | Displays the number of LOD’s Bright Engine was able to find when loading the model. This is a useful way to check whether the LOD’s were exported correctly. |
Max Distance | Sets the maximum Render Distance the Model is drawn before it is ignored. |
Fade Range | Sets the distance across the model fades in/out. Setting a value to zero will cause the model to simply pop in/out. |
Transition Range | Similar to the Fade Range, the Transition range sets the range at which LOD’s fade between each other. Setting a value of zero will cause them to simply pop between levels. |
LOD01, LOD02, LOD03, LOD04, LOD05 Distance | Sets the maximum render range of the specified LOD level, note that these values should always be less than the Max Distance Value. These distances will also define the distances at which Mipmaps will begin switching through layers as a form of texture LOD. |
Cast Shadow | Defines whether the LOD should be included in the shadow pass. |
Cast AO | Defines whether the LOD should be included in the SSAO pass. |
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Target | This is the target which the object will be assigned to. If working in a Zone with a large amount of targets, using the drop down list can be slow, instead use the Picker Button. |
Picker Button | When this is clicked, the user can select the target in the zone they want this object to become attached to by simply clicking on it. If you want to cancel this operation, simply click the picker button again. |
Selector Button | When this is clicked, the assigned target object will be selected. |
Position Mode | Sets the positioning rules of this object now that it is assigned to a target.
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Rotation Mode | Sets the rotational rules of this object now that it is assigned to a target.
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Assigned Waypoints | List of the assigned waypoints to the object. The order they appear in the list is the order the object will hop between paths. |
Add | Add a new waypoint assignment for this object. Note: don’t forget to assign a Waypoint and a Path to this waypoint assignment after creating it using the Waypoint and Path setting. If a path is not assigned to this waypoint assignment, the object will not hop onto it once it finishes its current path. |
Rename | Rename the selected Waypoint Assignment |
Remove | Remove the selected Waypoint Assignment. If there are no other Waypoint Assignments for this object, the object will detach from its current path and revert back to its world position. |
Waypoint | This is the waypoint which the object will be assigned to. Note that only waypoints which have at least one path can be selected. If working in a Zone with a large amount of waypoints, using the drop down list can be slow, instead use the Picker Button. |
Path | This is the selected path of the selected waypoint which the object will follow. |
Picker Button | When this is clicked, the user can select the waypoint in the zone they want this object to become attached to by simply clicking on it. Note that all waypoints which do not have at least one path are not rendered when using this tool. If you want to cancel this operation, simply click the picker button again. |
Selector Button | When this is clicked, the assigned waypoint object will be selected. |
Initial Progress | This sets how far along the path the object will be at the start of its movement. This is a percentage and has a value between 0 and 100. |
Inherit Rotation | This will cause the object to rotate itself in the same direction as the last waypoint passed within the path. |
Interpolate Rotation | The will cause the object to use an interpolated rotation value between the last and next waypoint along the path. |
Interpolate After | This will set the percentage progress of the distance travelled between the last and next waypoint along the path, before the interpolated rotation value is used. |
Hop After | This will set the percentage progress of the distance travelled until the object hops onto the next path within the Assigned Waypoint List. Note that objects will not hop to the next path, if the next path is not set. |
Offset Position | This sets an offset in the object’s position compared to the position along the path. |
Offset Rotation | This sets an offset in the object’s rotation compared to the rotation set by the waypoints. |