Wings Engine

Scene Models

Scene Models refers to importing model files into the root node of Wings Engine.

1. Importing External Models

Currently, Wings Engine mainly supports two model formats: GLB and GLTF. Both formats belong to the same category of file formats, differing in data format. GLB is a binary data format, while GLTF is in JSON format.

To import a model file in the Wings Engine editor, click “Models” on the left panel, and then click the **”+” **icon in the “Local” menu to import the model file.

1.1 Importing GLB(X) Format

The GLB format is a binary version of GLTF and is the most recommended import format for Wings Engine. Additionally, GLBX is an encrypted version of GLB specific to Wings Engine and can also be selected for import.

Using Blender as an example, here’s how to export a GLB file:

1.2 Importing GLTF(X) Format

GLTF is a 3D format optimized for the web, supporting progressive loading and caching. It is recommended for larger models or when caching is desired.

Using Blender as an example, here’s how to export a GLTF file:

Make sure to choose the “glTF Separate” option to enable web-friendly progressive loading and caching optimization. The “glTF Embedded” option should use GLB model for import into Wings Engine.

1.3 Importing FBX

Wings Engine can accept the FBX format. If the FBX file has separate texture files, these must also be selected during import:

1.4 Importing 3D Gaussian Splatting

Wings Engine can accept the Gaussian Splatting format, which includes converted splat files or original point cloud formats such as ply. After import, these can be integrated with other elements in Wings Engine.

2. Basic Settings

** Configuration item ** Describe
Origin Selection This refers to the “0” point position of the model within the entire Wings Engine 3D scene.
Visibility This controls whether the model is shown or hidden within the Wings Engine components.
Display Only at Night This setting is off by default. If a model needs to be displayed only at night, this setting can be enabled.
Selectable This setting is off by default. In editing model, all models are selectable. When enabled, it determines whether the model can be selected during full-screen playback.
Position Selecting the move button in the upper left corner allows movement in the direction of the arrows. The position values change accordingly. You can also adjust the model’s position by modifying the specific position values.
Rotation Selecting the rotate button in the upper left corner and then selecting the model allows for rotation. The rotation values change accordingly. You can also adjust the model’s rotation by modifying the specific rotation values.
Scaling Selecting the scale button in the upper left corner and then selecting the model allows for scaling. The scaling values change accordingly. You can also adjust the model’s size by modifying the specific scale values.
Model File The imported model file in the Wings Engine component will be displayed here by default. You can also add, delete, or switch model files already imported into the Wings Engine component from this section.
Display Child Elements This refers to the material and texture elements included in the model file. This option is enabled by default. When disabled, the child layers cannot be expanded in the right-side layer panel.

The model file refers to the imported model path. Note that if you replace the file here, Wings Engine will replace existing settings based on the object name. For example, if the position of an object named “Water” is modified in Wings Engine, replacing the model file will retain the position modification for the “Water” object.

2.1 Quick Settings

Scene Models position, rotation, and scaling settings can be adjusted manually using buttons or by entering specific values. Below are examples for rotation:

Rotating a scene model using the** “Rotate” **button:

Rotating a scene model by entering specific values:

3. Camera Distance Check

In 3D projects, it may be necessary to display an object when it approaches the camera or another object. This is where object distance detection is used. After successfully binding here, interactions can be triggered based on this criterion. You can detect whether the objects in the dropdown list are approaching or moving away from the specified object.