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AVEVA™ XR Studio

Features for Specific Node Types

  • Last UpdatedApr 17, 2025
  • 5 minute read

Sometimes, the context menu on a node may contain additional functionalities based on the node type.

Camera

  • Set to Current Position. Changes the camera position. The default position is the current position. The near, far, and projectionMode field values are set from the current camera. If the current projectionMode is perspective, then the fov value is copied from the current camera and orthoWidth is computed by the application. Note that the fov/orthoWith computation may not always be 100% accurate.

  • Add AnimationClip. Add channels to the current AnimationClip based on the selected transform.

    • Add Transform. Add transform channels based on camera type to the current AnimationClip.

      • Target. Adds position and target channels to the current AnimationClip.

      • Matrix. Adds channel matrix to the current AnimationClip.

      • Other. Adds position and orientation channels to the current AnimationClip.

    • Add Show. Add show event channel of the selected camera to the current AnimationClip.

    • Add View Parameters. Add view parameters (fov, far, near) channels of the selected camera to the current AnimationClip.

    • Add Other. Opens the Add from Node Tree menu to select the channels to add. Not available with multiple selected objects.

FgiProbe

  • Generate FGI. Regenerates the FGI states based on the current field values on the FGIState nodes.

FgiState

  • Set from Direct Light. Sets sun position and target according to selected Direct Light node.

  • Generate FGI. Regenerates the FGI states based on the current field values on the FGIState nodes.

Mesh

  • Reset to Original Position. Resets mesh to original position. This is the position defined in the MWX file. This option overrides all other mesh transform parameters.

GroupMaterial

  • Set From Mesh. Imports shader and material settings from an existing mesh and applies to all meshes in the group.

GroupMesh

  • Center Transform. Use this to place the transform position at the center of the meshes in the group. This function can be helpful when moving a group of meshes together.

CubeMap

  • Generate CubeMap. Generates a CubeMap. It triggers the cubemap texture generation by using CubeMap node.

MwxSoup, POPMesh, RFC

  • Center to World Origin. Centers the bounding sphere of the MwxSoup, POPMesh, or RFC node at the world origin by properly adjusting the position field.

  • Reset to Original Position. Resets the MwxSoup, POPMesh, or RFC node to their original position. This is the position defined in the respective files.

Nodes that have a mesh or a highlightMesh field

The list includes mesh, material, Item type nodes, and few others.

  • Right-click and select Select in Scene Explorer.

    XR Studio looks for the node-referenced mesh (or highlightMesh) and, if available, selects it in the Scene Explorer.

  • Right-click and select Edit Mesh UV.

    The UV Editor Panel appears. It will attempt to read a previously generated UV or generate a new one with default settings. For more information on editing Mesh UVs, see Use the UV Edit Panel.

Nodes that have a position field

  • Right-click and select Go to item.

    XR Studio moves the graphic context editor camera to fit the selected object in the middle of the screen. If the object itself is a camera, its field values are used by the graphic context editor camera to get an exact preview of how the selected camera sees the scene.

Nodes that have a Transform

Nodes that have a transform include meshes, particles, layer3d, items, attach points, and moveable nodes.

  • Add AnimationClip. Add channels to the current AnimationClip based on the selected transform.

    • Add Transform. Add the transform (position, rotation, and scale) channels of the selected objects to the current AnimationClip.

    • Add Transform offset. Add the transform offset (position offset, rotation offset, and scale offset) channels of the selected objects to the current AnimationClip.

    • Add Visibility. Add the visibility (visible and opacity) channels of the selected objects to the current AnimationClip.

    • Add Other. Opens the Add From Node Tree menu to select the channels to add. Not available with multiple selected objects.

2D nodes that derive from RectBase2D

Nodes that include Annotations, Buttons, Panels, Sliders, and Text.

The selected objects must have the same parent node, renderToTexture, and size mode.

Right click and hover over Layout to show the features.

  • Align. Move the selected objects in order to align a side of the shape.

    • Left. Align vertically the left side of the selected objects.

    • Align vertically. Align vertically the center of the selected objects.

    • Right. Align vertically the right side of the selected objects.

    • Top. Align horizontally the top side of the selected objects.

    • Align horizontally. Align horizontally the center of the selected objects.

    • Bottom. Align horizontally the bottom side of the selected objects.

      If at least three (3) objects are selected:

    • Equal Horizontal. Move horizontally to have the same space between the most left and the most right of the selected objects.

    • Equal Vertical. Move vertically to have the same space between the most top and the most bottom of the selected objects.

  • Size. Change the size of the object to match a given size.

    • Width. Match the width of the first selected object.

    • Height. Match the height of the first selected object.

    • Both. Match both width and height of the selected objects.

  • Order. Change the order of the selected objects.

    If at least 2 objects are selected:

    • Up. Move up the order of the selected object (it will reduce the order by 1).

    • Down. Move down the order of the selected object (it will add 1 to the order).

    • Front. While keeping the relative difference in order, move the selected objects in front of all the objects in the scene.

    • Back. While keeping the relative difference in order, move the selected objects in the back of all the objects in the scene.

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