Scene Kit Editor - selecting nodes

I'm attempting to recreate the falling blocks demo in the Scene Kit session using Scene Kit Editor. I am able to create the blocks (nodes) and set their dimensions. I have not found a way to select the three blocks by clicking outside the blocks and dragging a selection box over the blocks to group them. I have moved the camera to ensure it is not in the way. I can shift click all three blocks but this action does not group the three blocks as one object so attempting to rotate the grouped blocks does not work as intended.


Any thoughts? Thanks for any ideas.

I am having the same problem. Even if only the first layer of three blocks are selected they won't rotate as one but rotate individually.


What mouse/keyboard combination am I missing to:


1) Select multiple blocks so they rotate as one

2) Rotate block(s) so they snap to 90 degree angles?


Is there a definitive list of mouse/trackpad/keyboard actions that can be performed in the scenekit editor to pan/zoom/rotate objects etc?


Many thanks...


Robert

Thanks Robert, I'm in the same boat. I tried all the different gesture combination. Also tried using magic mouse [vs my trackpad or keypad] with the same results. When the three are selected the rotate individually in unison but not as a block.


I think Apple is going in the right direction to build in 3D modelling inside XCode, particularly with Metal and Model I/O. I also don't want to beat my head against the wall trying to figure out why I can get the same result as the video. Given that this is Apple's first attempt at adding in these capabilities and that we can import .dae's and obj's, I looked around at an alternative to build the 3D objects. I still want to do the physics and some of the other items inside XCode. Maya and 3ds Max are out of my price range and Blender has a steep learning curve which I have attempted in earlier version. I looked around and stumbled on Cheetah3D which is Mac centric in user design and affordable, especially in creating objects. I'll use that to build the objects and then bring them into SceneKit Editor to use XCode's capabilities..at least that's the plan at this point.

Thanks John,


I'm actually now wondering if the version of XCode he was using on the video was more advanced than the 7.0 beta (7A120f) available for download and the rotation code was more complete somehow 😟 Perhaps it will all "just work" in the next beta release.


Robert

At the bottom of the viewport there are controls to set coordinate space in which you want to perform the transform on the object. Its probably set to "local", which would rotate each object in its own local coordinate space independently. If you change this to "parent" or "world", you should get the results you're looking for.


Holding the Command key while rotating, seems to snap at 15 degree increments.

That does it - thanks so much - missed that small detail 😟


Robert

iI'm using cheetah3d too :-) and it's very easy to create a simple model and export it in .dae and than use in scenekit. The problem begins when you want to export animation with skeleton and joints. I give up trying to use cheetah3d to create animations (idle, walk, jump) because I can't find the way to use this animations in SceneKi. So I'll try with Maya free version.

As well as turning on the snapping behaviour, holding down command while dragging is also how you get the selection loupe.

Scene Kit Editor - selecting nodes
 
 
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