Sunday, June 8, 2025

05 XForm tools in modeling menu of Unreal Engine 5 6


Project Setup

  • Started a new project called modeling practice.

  • Set up a new empty level and saved it under Maps > modeling_practice.

  • Added atmospheric lighting using Environment Light Mixer and organized it under an Atmosphere folder.

  • Enabled the Modeling Tools Editor Mode plugin.


🔹 Coordinate System & Pivot Points

  • Explained world space (X, Y, Z) vs. pivot points in 3D models.

  • Created 3 arrows with pivot set to base, center, and top respectively.

  • Demonstrated how pivot position affects object placement and rotation.


🔹 Transform Tool Modes

  1. Shared Gizmo (World Space)

    • Moves or rotates multiple objects together using a central gizmo.

  2. Shared Gizmo Local

    • Rotates or scales each object around its own pivot point.

  3. Multi Gizmo

    • Lets you move, rotate, or scale each object independently.

  4. Set Pivot Mode

    • Temporarily moves the pivot to a custom position during multi-object transforms.


🔹 Snap Dragging

  • Enabled snap dragging to precisely align and snap objects to each other.

  • Can snap by pivot point or clicked point.


🔹 Align Tool

  • Align objects based on:

    • Z-axis, X-axis, or Y-axis

    • First selected, Last selected, or Combined center

    • Alignment by bounding box or pivot point


🔹 Merge Tool

  • Combined two arrows into a two-headed arrow using the Merge function.

  • Options include:

    • Output type: Static, Dynamic, or Volume

    • Keep/delete inputs

    • Save as named output mesh


🔹 Instance vs Duplicate

  • Alt + Drag creates instances – editing one updates all.

  • XForm > Duplicate creates independent copy with custom name, type, and keep/delete options.


🔹 Edit Pivot Point

  • Used Edit Pivot to reposition pivot after object creation (top, bottom, center, etc.).

  • Essential for correct rotation, snapping, and alignment.


🔹 Bake Transform

  • Used to reset translation, rotation, and scale values to 0 and 1.

  • Ensures objects load with the correct default orientation and size.


🔹 Arrow Set Creation

  • Created directional arrows: North, East, South, West.

  • Rotated and baked transforms so that each arrow maintains its direction even after transform reset.

  • Scaled all arrows to 0.1 and baked again to make 0.1 their default size.


🔹 Convert & Cleanup

  • Converted static meshes (arrows) to dynamic meshes to remove from disk.

  • Deleted static versions from the content drawer without affecting level instances.


Conclusion

  • Completed all core functions under XForm (Transform & Convert):

    • Transform, Align, Merge, Duplicate, Edit Pivot, Bake Transform, Convert

  • Set up for next session:

    • Pattern, Split, Transfer, Harvest Instances, ISM Editor

No comments: