Editor: overview & layout
The Studio model editor does two jobs — inspect, transform, optimize and re-export any GLB, and author new low-poly pack-convention assets — from a three-panel layout around a lit viewport.
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The Editor is Studio's model tool. It has two jobs: inspect, transform, optimize and re-export any GLB, and author new low-poly assets that follow the pack conventions. Both run in the same three-panel workspace — an outliner and creation tools on the left, a tabbed inspector on the right, and a lit viewport in the middle. Nothing is destructive until you explicitly bake or export.
The two jobs#
- Edit an existing model. Import a GLB (yours or one inserted from the asset library), read its live statistics, move and re-orient parts, recolour materials or per-zone material zones, stack non-destructive modifiers, then run an in-browser glTF-Transform optimize pass and export a web-ready GLB.
- Author a new asset. Add parametric primitives, vertex-paint them from a shared palette, check the result against the pack convention linter (tri budget, ground seat, pivot, catalog id), and export it as a catalog-shaped creation into your library.
Most editable settings are captured in the editor's own project file (.editorproj.json) and autosaved locally. Geometry produced by Bake transforms or Apply stack (bake) lasts for the current editing session but is not restored from the project file; export a GLB before closing if you need to keep that baked result. See Studio file formats for details.
Layout#
The editor renders its own full-screen pane. Three regions, and the left and right panels are resizable: drag the seam beside either one, double-click a seam to reset it to its default width, or focus it and use the arrow keys (hold Shift for larger steps). The Editor keeps its own widths, so resizing here never moves the Character editor's panels.
Left — scene, primitives, palette#
- Scene outliner — the node tree of everything in the scene, with a type icon (group / mesh / skinned mesh / bone / light / camera / primitive) and name per row, an eye toggle to hide a node, and a per-row triangle-count chip on hover. A filter box at the top narrows the tree by name; rows also carry inline rename and delete. Full detail in Importing & inspecting models.
- Add Primitive grid — box, cylinder, cone, sphere, plane, lathe, torus, and icosphere, each with a params popover. See Creating pack-convention assets.
- Palette — named colour swatches and the vertex-paint toggle, used when authoring.
Center — viewport#
A lit viewport staged with three-point lighting, environment, and fog. Drag with the left mouse button to orbit, right mouse button to pan, wheel to zoom, and press F to frame the selection (or the whole scene when nothing is selected). A view cluster gives Front / three-quarter / Top camera bookmarks plus Wire (wireframe override) and Grid toggles. A live verts / faces / tris readout sits at the bottom-left.
Right — inspector#
A selection header over a four-tab inspector:
- Object — name and numeric position / rotation / scale, plus "Reset transform".
- Mesh — the detailed Statistics panel (vertices, triangles, draw calls, materials, textures, VRAM estimate, bounding box, file size).
- Material — the surface editor and per-zone recolour.
- Mods — the non-destructive modifier stack.
Below the tabs, an always-visible Conventions panel shows the pack-convention linter and the creation metadata form regardless of what's selected.
Header tools#
While the Editor is active, a tool cluster appears in the Studio header: the select / move / rotate / scale segmented group, a GLOBAL / LOCAL space toggle, a Snap toggle, and undo / redo. A .glb export button sits beside it. These are hidden again when you switch to another Studio tool.
What's next#
Ask us directly — we answer support mail ourselves.