The Model tab contains tools for manipulating 3D objects in the workspace, creating detailed models, working with physical constraints, and adding advanced objects.
The primary transform tools include Select, Move, Scale, and Transform. When you choose a tool, visual draggers display on the selected object in the viewport.
The Tab key summons the draggers on screen even if the selected object has moved outside of view.
The Collisions checkbox toggles the collisions state when you're transforming objects. If collisions are off, you can move, scale, and rotate objects so that they overlap each other; if collisions are on, you cannot transform objects to overlap other objects.
The increments for tool transforms are based on studs for moving/scaling or degrees for rotating. You can adjust these increments through the Snap to Grid menu.
Ctrl/⌘+L toggles between transforming an object relative to world coordinates or the object's local coordinates. When in local mode, an L symbol appears to the lower-right of the object.
The Pivot tools give you full control over the points around which objects rotate and translate. See Pivot Tools for details.
The Align Tool button opens a set of tools for aligning objects or groups of objects along the X, Y, or Z axes. For more information, see Align Tool.
The Part button inserts a new part into the workspace. Clicking the dropdown arrow lets you select either Block, Sphere, Wedge, or Cylinder. For more information, see Parts.
Material and Color
The Material and Color buttons set the physical material and color of selected or newly-inserted parts.
You can group objects into models by selecting them and clicking the Group button, or by pressing Ctrl/⌘+G. You can also ungroup an existing model by clicking the small arrow to its right and selecting Ungroup, or by pressing Ctrl/⌘+U.
You can lock objects in the 3D world to prevent them from being selected, letting you more easily work with unlocked parts in the vicinity. The Lock tool operates as a "key" for both states — clicking on an unlocked object locks it, while clicking a locked object unlocks it.
The Anchor toggle controls if physics affects the position of the selected part. Anchored parts never change position due to gravity or any other force. This action has a default shortcut of Option+A.
|Union||Shift + Ctrl/⌘ + G||Union parts together to make a single part.|
|Negate||Shift + Ctrl/⌘ + N||Negate parts, useful for making holes and indentations.|
|Separate||Shift + Ctrl/⌘ + U||Separate parts from unioned selection.|
This section contains tools for creating physical Constraint between objects.
Constraints are categorized into two groups:
- Mechanical — Constraints in this group behave as mechanical connections, including hinges, springs, motors, and ropes. For more information, see Mechanical Constraints.
- Mover — Constraints in this group apply force or torque to move one or more assemblies. For more information, see Mover Constraints.
Effects and Spawns
|Effects||Creates a new light or effect within the workspace or the selected object. The dropdown lets you select which type of effect to create.|
|Spawn||Adds a SpawnLocation for players to appear at when they join the experience.|
The Advanced section contains tools to insert advanced objects, services, and scripts, as well as to configure collision groups.
|Insert Object||Opens the Insert Object popup for quick insertion of objects.|
|Model||Allows you to import a Model from a local file.|
|Service||Allows you to insert services which are not listed in the Explorer by default.|
|Collision Groups||Opens a window which lets you create and edit collision groups for physical collision filtering.|
|Run Script||Runs a Script located in a file on your local machine.|
|Script||Inserts a Script into the selected Instance.|
|LocalScript||Inserts a LocalScript into the selected Instance.|
|ModuleScript||Inserts a ModuleScript into the selected Instance. You can implement his type of script to reuse code across other scripts.|