EdDidit QuickStart
- Keyboard Shortcuts
- Creating and applying Materials
- Saving and exporting
- Standard Materials
- Advanced Materials
Basic usage
When EdDidIt starts you will be asked to open a file. You can either open an existing project file with the extension .hog. Or import a file supported by one of the shipped OSG plugins. Recommend import formats to start a project are
.ive,
.osg,
.obj,
.flt,
.3ds
Once a valid model is selected and loaded you are presented with the main EdDidIt screen. The tabs along the top right allow you to view different menu screens. These are
MATS: The materials tab, where you create new and edit existing materials
ENV: The Evironment tab, allows you to edit aspects such as camera FOV and AA samples
STEREO: Enable stereo and select from any supported render mode
LIGHTS: Edit and add lights to your scene to aid editing
Keyboard shortcuts
f: Toggle FullScreen Window
Tab: Hide GUI (fullscreen viewing area)
m: Hide Mouse
Space: Return Camera to home position
p: Play/Pause objects Animation
Creating and Applying Materials
To apply a material you must first create one. This can be done in one of two ways. Firstly using the ADD button on the MATS tab. This will add a standard material to the top of your materials list All standard materials share the same common interface for editing.
The second method is to use the ADV buttons on the MATS tab. This will allow you to load and custom HFX file as a material. Custom or Advanced materials use a different editing interface to standard materials. Textures and other attributes must be selected from a list before editing. This is to allow for advanced materials to have many different variables without clutering the screen.
To apply a material it must first be selected in the Material list (you can edit the name of your material to aid identification). Once selected you must selected the mesh or meshes you want to apply your material to. Selected meshes have a wire frame highlight appiled, hold ctrl to select multiple meshes. Once selected Press the Apply button on the materials tab.
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The material used by the selected meshes are also highlighted in the Material list.
Saving and Exporting
Once you have edited your model there are a number of things you can do. Firstly you can just save you project to edit further later. Secondly you can export you project. Depending on the format this will also include all material (.ive format). Supported export format are currently
.osg,
.ive,
.obj,
.flt
Once a file has been saved as a project the LOCAL button can be used. Pressing this button will copy any textures, shaders or models used by the project into the same folder as the project. Once this is done all assets paths are localised. This is extremely useful for moving the project around or for final exports.
Standard materials
Standard materials can be used to mimic a simple 3DS or modeling package materials. The user can change Ambient, Diffuse and Specular lighting attributes. As well as apply Diffuse, and Reflection texture Maps.
Other editable attributes include Alpha and 2-Sided rendering.
Advanced materials
Advanced materials allow for then user to define their own custom material type. This is done by creating a HFX file (see page). This file tells EdDidIt how to use the material and EdDidIt will generate the required GUI elements to edit the Material. The Material is created in the OpenGL Shading Language making this feature key to the power of EdDidIt.