3D controls

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The camera can be controled with a number of different control schemes; select the one you're most intuitively familiar with.

Contents

Toolbar

The following toolbar appears in several different editors where the movement of objects and cameras in three dimensions is possible. Buttons 1-4 control how the selected object can be moved, and buttons 5 and 6 control how the camera moves relative to the selected object.

Camera and movement toolbar labeled.png

Mouse Control

There are three options available for mouse controls, and the method of mouse control can be set differently for the Area editor and the Cutscene editor. To switch between them open the Options window (from the Tools menu). There will be options for mouse control style in the Cutscene Editor portion, the Area editor portion, and the Material Editor portion.

The VfX editor currently only uses the 3DSMax style.

Windows standard

ALT + Left-click (hold) slide horizontally & vertically
ALT + Right-click (hold) increase/decrease pitch & rotation
Mousewheel up/down zoom in/out

NWN-Style

CTRL + Left-click (hold) slide horizontally & vertically
CTRL + Right-click (hold) increase/decrease pitch & rotation
Middle-click (hold) increase/decrease pitch & rotation
Mousewheel up/down zoom in/out

3DSMax Style

Middle-click (hold) slide horizontally & vertically
CTRL + Middle-click (hold) slide horizontally & vertically (quick)
ALT + Middle-click (hold) increase/decrease pitch & rotation
Mousewheel up/down zoom in/out

Additional notes

In a level editor camara movement speed in flycam mode can be controlled by holding down a left CTRL and using a mouse wheel.

Number Pad Controls

These keyboard controls are the same regardless of which mouse control method is used.

Key Effect
1 decrease pitch
2 move forward
3 increase pitch
4 roll counter-clockwise
5 reorient to default view
6 roll clockwise
7 rotate left
8 move backward
9 rotate right
+ zoom in
- zoom out

Moving objects

Moving objects (creatures, placeables, etc.) that have been placed within an area is done in both the area editor and the cutscene editor. By using keyboard modifiers objects can be rotated on each axis. The exact method differs between NWN-style and 3DSMax-style mouse control methods.

NWN-Style
Left-click (hold) Moves object on x/y axis
ALT Left-click (hold) Moves object on z axis (up/down)
SHIFT Right-click (hold) Changes yaw (turns left/right)
SHIFT-CTRL Right-click (hold) Changes pitch
SHIFT-ALT Right-click (hold) Changes roll
3DSMax Style
Left-click (hold) Moves object on x/y axis
SHIFT Left-click (hold) Moves object on z axis (up/down)
ALT Left-click (hold) Changes yaw (turns left/right)
ALT-CTRL Left-click (hold) Changes pitch
ALT-SHIFT Left-click (hold) Changes roll

Changing control schemes

Camera control schemes are defined for each editor in the file DefaultSettings.xml, which is located in the Dragon Age\Toolset directory.

For example, the level editor's camera controls can be found within the tags

<LevelEditorRenderWnd>
...
</LevelEditorRenderWnd>

You can also find the schemes for the generic "Windows", "3DSMax" and "NWN" styles within the tags:

<Windows> <WindowsCamera> <Threedsmax> <ThreedsmaxCamera> <NWN> <NWNCamera>

Look for the <CameraToolSet> tag within these tags. They will contain tags for some of the following camera movement functions:

These tags will have a "Chord" attribute that indicates what combination of mouse button and keypress causes the camera to respond in that tag's designated way. For example:

<RotateCameraOrbOrFly Function="RotateCameraOrbOrFly" Chord="RMB+Ctrl"/>

Causes the camera to enter "RotateCameraOrbOrFly" mode when the right mouse button and the control key are held down.

There is also the optional attribute "IgnoreChord".

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