How to build a scene
A start-to-finish walk through the studio: what to say to build something, and how to do the same thing by hand.
Words underlined like this explain themselves — hover them, or tap them, or tab to them. They never take you anywhere.
Under most steps there is a Manual steps to… row. Open it for the by-hand version of the same step, which works on either plan.
What you are building
A scene is a real 3D world — shapes with real materials, lit by real lights, casting real shadows — that ends up as a folder you put on your own website. You build it in the workshop, and you publish it as a package that runs anywhere, with nothing pointing back at us.
There are two ways to work, and you can mix them freely:
- By asking. You type what you want and the assistant builds it. This is the Pro plan.
- By hand. You place, pick and type things yourself in the workshop's panels. This works on both plans, and it is what every Manual steps row on this page describes.
Nothing you build carries an assistant into the published scene. A visitor gets geometry, light and behaviour — never a prompt.
What is on the screen
Three columns, and one of them is your scene.
Down the left is the tool rail — the only permanent chrome in the workshop. Beside it, the dock, where tool panels open two at a time. The rest is your scene, sitting inside the canvas frame. On Pro there is a prompt row under the scene; on Basic the dock fills that space instead.
You never have to save. A signed-in project saves itself about two seconds after you stop working, and a quiet saved · rev N appears on the status line over the canvas.
Manual steps to open, close and swap tool panels — for Basic users
- Click a key on the rail — Inspect, Scene Graph, Composite, Archetype, Machine, Clips, Bus or Diag. The panel opens in the dock and its key turns violet.
- Open a second one and the two sit side by side, each the full height of the dock.
- Open a third and the workshop asks which of the two to replace: both light up, and you click the one to swap out. Esc, or a click anywhere else, calls it off.
- Click a tool's own rail key again to close it. That key is the only way to close a docked panel.
- Swap, at the foot of the rail, moves the whole dock to the other side of the window if you would rather work right-handed.
Panels are working chrome, not scene content: nothing about which ones you had open is saved into what you publish.
1Your first object
The pattern that always lands: name the thing, then say what it should become.
add a sphere
put a brushed brass torus above the floor and make it about two units across
Both work. The second one spends five more words and saves you three follow-ups.
A new project opens with a marble floor and one lamp above it, so anything you add is lit the moment it arrives. Ask for a shape and it appears beside whatever the camera is looking at — never inside it.
Manual steps to add a shape — for Basic users
- Double-click empty space in the scene — anywhere that
is not an object. A matte grey wall fades up in front of you: the
shape browser.
The shape you are looking at is named across the top and shown large in the middle. The cream T at the end of the ring is text. - Scroll anywhere over the wall to turn the ring. One notch of the wheel is one shape, on every mouse and trackpad.
- Click the shape facing you — or the big turning copy in the middle. It is placed in your scene, the wall fades, and the camera turns to what you just made.
- To leave without placing anything, press Esc or double-click again.
Where it lands is beside whatever the camera was looking at, so frame something first (double-click it) to choose where the next thing arrives. One click places one object: for ten of something, or a particular size, set it afterwards in the Inspector.
The shape you place arrives in the colour it had on the ring — every primitive there has its own. Change it afterwards like anything else.
The twenty-one shapes
Every one of these is a real mathematical solid, not a mesh: sphere, box, boxframe, torus, capped torus, link, cone, capped cone, rounded cone, capped cylinder, capsule, ellipsoid, pyramid, triangle, quad, hexagonal prism, solid angle, cut sphere, cut hollow sphere, death star, and vesica segment. Each has its own size vocabulary — a torus has a ring radius and a tube radius, a box has three half-extents.
2Saying which one
Name things early. It is the single highest-value habit on this page.
call that lamp ‘key-light’
add a gold torus named ‘halo’
move key-light up a unit
Anything in the scene can carry a label, and from then on the name is how you both refer to it. The assistant never has to guess which of six spheres you meant and never has to invent an id. Names are saved with the scene, and they need not be unique — a duplicate gets you a which-one question listing the candidates, never a guess.
To see what is there, ask for the overview — what's in the scene? — or open the Scene Graph and look.
Manual steps to find, select and rename something — for Basic users
- Double-click any shape or lamp in the scene. The Inspector opens on it and the camera turns to face it, keeping the distance you were at.
- Or click Scene Graph on the rail and click a node in the tree. The Inspector opens on it and the camera stays where it is, so you can pick something to change without losing your view. Double-click the node instead and the camera turns to face it too.
- In the Inspector, find the label row and type a name.
Two things deliberately do not answer a double-click: a group (click the child instead — a group would swallow every click), and the insides of a word or an imported model, which are picked whole.
Manual steps to put something inside a group, or pull it out — for Basic users
- Open Scene Graph.
- Drag a node onto a group to move it inside. It lands at the group's centre rather than keeping where it was — otherwise it would very often land outside the group's box and vanish as you dropped it.
- Drag a node onto the top-level bar above the tree to pull it out of whatever it is in. It becomes a tree of its own, at the centre of the world.
A move that cannot work says why instead of failing quietly: a group cannot go inside itself, only groups hold things, a group holds at most 32 things, and imported geometry is read-only.
Making a new, empty group to gather things into is an asking job — the tree moves things between groups that already exist.
3How it looks
Name a real material. It is a lookup, not a guess.
make the frame brushed brass
keep it glass but tint it green
make it 30% opaque
There are about 87 materials in the catalog — metals, glass and liquids, everyday stuff like brick, marble, chocolate and office paper, and utility surfaces like a neutral grey clay. Every object always carries one whole material; the assistant will not mix half of one with half of another, because a half-and-half surface is not a surface that exists.
What you may override on top of it is the colour — a tint — and how transparent it is. Both are physical: a green pane green-shifts what you see through it, and an object at zero opacity is not gone, it is perfectly clear glass.
Manual steps to change a material and a colour — for Basic users
- Double-click the object, or pick it in the Scene Graph, so the Inspector is showing it.
- Find the Material section and open the picker. The whole catalog is listed by name, each with its cost badge; click one and it is applied.
- The colour row is a colour picker shown outright — nothing to expand, no edit button to find. Pick a colour to tint the material.
- alpha sets opacity. On a coloured glass the same number also sets how deeply the colour reaches into what you see through it.
- roughness runs from mirror-sharp (0) to matte (1); metallic and index of refraction are there too.
What the picker does not give you: there is no way to search or filter the catalog by hand, no tags, no swatch before you click, and no sight of the approximation note some materials carry. You scroll the list and read the names. Asking — what materials are there?, is that one exact? — is how you get the rest.
Rows the engine works out for itself — a letter's texture, a model's root flag — are shown but not editable, marked engine-set. Showing them without offering them is the honest version: three of them used to be draggable and did nothing at all.
4Where it sits
Just say above, below, left and right. The engine's axes are upside down on purpose and you should not have to think about it.
put the torus a unit above the floor and a little to the left
tilt it ten degrees
line the three cards up two units apart
World +y points down, like a web page — so "above" is a smaller number, and you should let the words do the work. Distances are world units. Rotations are stored in radians but you can speak degrees or turns freely.
Manual steps to move, turn and resize something — for Basic users
- Select the object so the Inspector shows it.
- Type the numbers. Position, rotation and size are three boxes each — one per direction — coloured to match the handles in the scene. Rotations are shown in degrees, because nobody thinks in radians.
- Or drag it. Tick position and three thin
glowing lines appear through the object, one per axis. Drag it and it travels
along one line — whichever your drag most follows — and stays on that
line until you let go.
The X, Y and Z boxes in the Inspector are painted the same colours as the lines, so the numbers and the thing you are dragging always match. - To turn it, tick rotation instead. Three circles appear around it; the one nearest your pointer lights up, and dragging turns the object about that circle.
The handles come with the object, ready for the next drag. Untick to put them away.
5Lighting it
Brightness comes from light, never from a hotter colour.
add a warm light above and behind the camera
make the key light twice as strong
hide the light's orb
Colours run 0–1 per channel, so you cannot make something brighter by asking for a brighter colour — you ask for a stronger light. A lamp has a colour, an intensity and a radius; the radius is its own body, which is what makes its shadows soft.
Every object also carries honest light-participation switches — whether it casts shadows, receives them, shows up in reflections, throws caustics. These exist for art direction. Shadows are never removed for speed in this engine.
Manual steps to add and tune a light — for Basic users
There is no Add light button, but there is a real route, because in this engine a light is a sphere that emits. That is literally how the lamp in a new project is stored.
- Place a sphere from the shape browser where you want the light.
- With it selected, in the Inspector tick emitsLight.
- Give it glow above zero, and set glowIntensity for how strong it is. Set its colour for a warm or cool light, and its size for how soft the shadows are — a bigger lamp makes a broader, softer edge.
- To retune the lamp a new project starts with, just double-click it in the scene — you can click a lamp by its glow — and edit the same rows.
To stop something casting or receiving shadows, the participation switches are in the Inspector on every object.
Worth knowing: a glowing object neither casts a shadow nor takes one, which is why the switch pair and the glow value are best set together.
6Words and pictures
Lettering, 3D models and photographs are all just objects once they are in.
add a text that says ‘Ship it’ in Lobster bold
put my logo on the back wall
make the poster five units wide
Text is always a solid — a real extruded word with depth, not a decal — so it takes light, casts shadow and can be glass. Name any font and it is yours: a family like Lobster or Open Sans, a weight from thin to black, italic or not. The studio prepares it once, keeps it in your font library, and saves the prepared copy into the scene — so a published scene never depends on a font website being up.
An imported picture arrives as a thin white card standing upright, lit and shadowed like anything else. An imported model is converted in your browser into the same drawn-not-built form the lettering uses, keeping its colours and textures.
| What you can bring in | Formats |
|---|---|
| 3D models | .glb, .gltf, .obj —
a .gltf or .obj needs its companions dropped with it
(.bin, .mtl, texture images) |
| Pictures | PNG, JPEG, WebP, GIF, BMP, AVIF — up to eight at once, kept at up to 2048 px on the long side. SVG, HEIC and TIFF are refused, each with its fix |
| Fonts | A family name, a fontsource.org link, or a direct .ttf /
.otf / .woff. Not .woff2, and not variable fonts |
Changing one after it is in
Once it has landed, a word, a model and a picture are objects like any other: move, turn and resize them with the same handles and the same typed numbers, give them a material, fade them, park them, put them in a group, animate them, wire a click to them. Two things behave differently, and both are on purpose:
make the poster five units wide
tint the fox model warmer
give the logo card a polished marble finish
| Rule | Why |
|---|---|
| A colour tints rather than paints | A model and a picture already carry their own colours, so the colour you set multiplies them. White shows it exactly as imported, red makes it redder, grey darkens it evenly — but nothing can brighten it or paint over it, and its shadow through glass is tinted the same way. |
| A material lends its finish only | Naming a material gives a model or a picture that surface's shine, roughness and refraction — never its colour, which would throw away the thing you imported. |
| A picture has one size knob | Its size is its longest side and the other side always follows the picture, so nothing can squash or stretch it. It can be enlarged up to four times its own resolution — ask for more and you get the largest it can be, and are told why. A fresh picture enters at 3 units, or at its own full size if that is smaller. |
Manual steps to resize, tint and finish an import — for Basic users
- Double-click the model or the picture — both are picked as a whole, never facet by facet — or click it in the Scene Graph. The Inspector opens on it.
- Position, rotation and the move and rotate handles work exactly as they do on a sphere.
- A picture has a single size row — its longest side. It goes up to four times the picture's own resolution; type a bigger number and you get the largest it can be, and hovering the row says why. On a large picture the slider moves in big steps, so type a number for a finer or smaller size.
- The colour row tints it. Leave it white to see it exactly as imported.
- The Material picker gives it that material's finish. The colour stays yours.
- The participation switches — casts shadows, receives shadows, appears in reflections — are there as on anything else.
Three things are shown but not editable, marked engine-set: the pixel dimensions a picture was stored at, and the internals the engine works out for a baked model. The inside of an imported model is not in the Scene Graph either — it is not yours to hand-edit.
Manual steps to delete a picture, and what it breaks — for Basic users
Deleting from your library is yours on both plans — the assistant can never do it, and there is no button, file chooser or address anywhere that changes that.
- With a picture card selected, the Inspector carries a warning-coloured delete button. Click it once and it asks you to confirm, naming what will break.
- Or open the Canvas panel → Manage pictures…, which lists every stored picture with its size and a ✕ beside it. It also shows how full the library is — it holds 200 pictures or 1 GB, whichever fills first.
What survives and what does not. A zip you have already downloaded and a scene you have already published are safe: each carries its own copy and never reads your library again. But a saved scene that still uses the picture loads that card blank, with a warning naming it, and will not export until you fix it — drop the file again, or delete the card. Every card printed from that picture goes with the file.
Manual steps to add a word, and change what it says — for Basic users
- Double-click empty space to open the shape browser, and scroll to the end of the ring — the cream T.
- Click it. A word reading text is placed upright, facing you.
- With it selected, the Inspector gives a word its own rows: the text itself with an apply button, its size, and its font.
- The font row is a drop-down of everything in your library. Click
add… to bring in a new one by family name, by a
fontsource.org link, or by a direct
.ttf/.otf/.woffaddress. It takes about two seconds and is then permanently in your library, shared by every project.
The font list is not offered on a label inside a control or a component, where the change would not be saved, nor on a checkbox or radio mark, whose character lives in an icon font.
Manual steps to bring in a 3D model or a picture — for Basic users
This one is yours on both plans — the assistant can place copies of what you have already stored, but it can never bring a file in and can never delete one.
- Drag the file onto the canvas. Models:
.glb,.gltf,.obj. Pictures: PNG, JPEG, WebP, GIF, BMP or AVIF, up to eight at once. - For an
.obj, drop its.mtland its texture images together with it — open the folder and drag the files out; a folder itself cannot be dropped. Same for a.gltfthat keeps its geometry in a separate.bin. - The model is converted right there in your browser and arrives keeping its colours. A picture arrives as a card at the thing the camera is looking at, and several arrive in a row.
- Everything you drop is stored in your library, which every project of yours shares.
SVG, HEIC and TIFF are refused, each with its fix — rasterize an SVG to PNG first.
Manual steps to place a model or picture you already have — for Basic users
- Double-click empty space to open the shape browser.
- Above the wall, click Imports for your stored models or Images for your stored pictures — the 32 newest of each, from every project. Each button appears only once you have something behind it.
- Pause on one. After a moment its full version loads; if the download will take more than about a second you get a progress bar and a count ("5.1 of 16.8 MB"). Scrolling on does not cancel it — it finishes in the background, so it is ready next time.
- Click it to place a copy. A click on one that is still loading does nothing; click again once it appears.
- Shapes puts the ring back.
To see how full your library is, or to delete from it, open the Canvas panel and click Manage pictures…. It lists every stored picture with its size and a ✕ to delete it, and asks first.
7Shaping it further
Every primitive can be softened, hollowed, stretched, repeated and cut into other shapes.
soften the edges
make it a hollow shell
repeat it six times along y, two units apart
carve the sphere out of the box, smoothly
| Modifier | What it does |
|---|---|
| round | Inflates and softens every edge by a radius. |
| onion | Hollows the shape into a shell of a given thickness. |
| elongate | Stretches the middle along an axis — a sphere becomes a lozenge. |
| repeat | Tiles one shape into a row or a grid. One object, many copies, nearly free. |
| union · subtract · intersect | Combines the shapes in a group, with a smoothness that blends the seam like clay instead of welding it. |
Manual steps to cut one shape out of another — for Basic users
The boolean operators are not in the Inspector — they are on the Composite panel, which is the thing that builds a combined solid in the first place.
- Place the shapes you want to combine and arrange them so they overlap the way you want the cut to land.
- Click Composite on the rail, then click each shape in the scene to collect it. The order matters: the first one you click is the base, and the rest fold into it in the order you picked them.
- Leave combine members switched on — that is what makes the group a single solid rather than a plain container — and press Group.
- Each member now has its own row with a union / subtract / intersect drop-down and a smoothing box from 0 to 1. Subtract carves that shape out of the base; smoothing blends the seam like clay instead of welding it.
Two limits worth knowing before you start: you need at least two objects and they must already share the same parent, and you cannot add a fifth shape to a fold of four afterwards — that one is an asking job. Glass and matte cannot be fold siblings, so a combined solid takes one material throughout.
8Making it move
Nothing in this engine teleports. Motion you want to replay gets a name, and that name is what everything else holds on to.
The studio is analog-first: change something and it glides from where it is to where you asked, so you never have to request a transition — though you can shape one (slower, snappier, cut instantly). Visitors who ask their computer for reduced motion get the rail’s automatic glides and layout changes as cuts, and every event still fires; a clip on a shape still plays in full.
A clip is a named motion
A clip belongs to one object and has a name you choose. It is a list of keyframes plus its timing — and the first keyframe is almost always the word current, meaning "from wherever it is right now". That is what makes a clip safe to fire twice, or mid-flight: it never snaps back to a start position it recorded yesterday.
give the hero card a clip called ‘lift’ that raises it half a unit over 250 ms, ease-out
add a ‘pulse’ clip on the lamp that runs its intensity up and back down, forever
spin the torus a full turn, four seconds, linear, looping
Anything numeric can be animated — position, rotation, size, colour, opacity, a light's intensity, and the camera's own position, target and field of view. Name the channel you mean and the rest is left alone: a clip that only mentions colour will not disturb where the object is.
The timing words worth knowing
| Word | What it does |
|---|---|
| duration | Milliseconds. 300 unless you say otherwise; 150–250 reads as "responsive", 600+ as "deliberate". |
| easing | Ordinary CSS easing — linear,
ease-out, or a cubic-bezier(…) you paste in. |
| forever | A loop that never ends. Orbits, pulses and colour cycles are all this. |
| there and back | Runs the clip forwards then backwards each time round, so a pulse needs only the outward half written. |
Several objects that must arrive together — three cards landing as one — go into a rendezvous group instead of being started one after another.
9Making it respond
This is the part that turns a picture into a thing people can use — and it is four ideas, not forty.
Behaviour is declared as a state machine attached to an object. You describe what states it can be in, how it gets between them, what happens on the way, and what sets it off. Then it is saved with the scene and it works for your visitors, not just for you.
| The idea | What it is |
|---|---|
| states | The named situations the thing can be in — idle, hover, open. One of them is where it starts. |
| transitions | The named ways of getting from one state to another. If you have not drawn a path, it cannot be taken. |
| what happens on the way | Each state can do things as it is entered or left: play a clip, cancel one, set properties outright, announce something, or poke another object's machine. |
| what sets it off | A binding: when a message of a given kind crosses the scene, fire this transition. A click on itself is the commonest one. |
The whole thing, in one request
You do not have to build those four pieces separately. Describe the behaviour and the parts are authored together:
name that card ‘Pricing’. When it is clicked, lift it half a unit and glow its edge; when it is clicked again, put it back
That is one sentence, and it produces a "lift" clip, a "drop" clip, an idle/open machine with a transition each way, and a binding from a click on the card itself to the open transition.
Then refine it in pieces, because now everything has a name:
make the lift slower and ease it out
add a hover state that only brightens it, and go back to idle when the pointer leaves
when Pricing opens, dim the other two cards
add a reset transition back to idle from every state
What can set a transition off
- The pointer, on the object itself — press, release, hover, unhover, drag. This is the one that ships: a rule bound to the shape's own click makes that shape answer the pointer in the published scene too, with nothing extra saved.
- Something else in the scene announcing itself — a rail settling, a clip finishing, another machine changing state. Everything talks on the bus, and a binding can listen for any of it.
- Your own web page — through the host channel, so the page around the scene can open a drawer, and hear about it when it opens.
· Bind the rule to the object itself, not to its name — a rule that names the shape by its label never matches anything. Say when this card is clicked and it is done correctly for you.
· A transition you have not drawn silently does nothing. That is deliberate, not a bug — but it means a reset button works only if every state has a way back, so ask for one from each.
· Hover costs a pointer test on every mouse move; press-only costs nothing until something is pressed. Ask for hover when you want it, not by default.
· It does nothing for a group, a word, an imported model or a glass control's inner parts — those are picked whole or not at all.
When your page needs to join in
A published scene hands the page around it one handle — the port. Through it your page hears everything the scene announces and can send exactly what you declared: fire a transition, play a clip, step a rail, focus a card. It can never add, remove or reshape anything, which is what keeps a published scene the scene you published.
Two things follow, and both are decisions you make while building:
- Name anything your page will talk to. Ids are made fresh every time a scene loads, so they are no address at all. A name is.
- A clip your page will play has to exist before you publish. The page plays clips; it never writes them.
10Layout and scrolling
Two subsystems you will want the moment a scene becomes a page rather than an object — and both are asked for rather than clicked.
Laying things out
Typing coordinates is fine for six objects and miserable for sixteen. A rig is a real layout — a grid, a shelf, a ring, a stack — solved with the same rules a web page uses, and the things inside it are cards that keep their alignment when anything changes.
lay the six feature cards out in a 2×3 grid with a bit of air between them
turn that grid into a carousel
swap the second and fourth cards
bring the pricing card forward and let the others fall back
Turning scroll into travel
A rail makes the visitor’s scroll drive the scene: the camera travels an authored path, stopping at the sections you name, and objects can be tied to scroll position so they move as the page moves. It is how a scene becomes a story somebody scrolls through rather than a model they look at.
put the camera on a rail that visits the hero, then the three cards, then the footer
make it snap firmly to each section
ease the travel and slow it down a little
as the visitor scrolls past the hero, drift the logo upward
11Framing the picture
Two different things: where the camera stands, and what shape the picture is.
pull the camera back to fourteen and look at the ring
make the canvas square
never publish this wider than 1200
The camera is where it stands, what it looks at, and its field of view. The canvas frame is the shape of the picture your scene is published in — and the shape travels with the scene, while how big you make the frame on your own screen stays on your machine.
Manual steps to move the camera and frame a subject — for Basic users
- Scroll to circle whatever the camera is aimed at. Space+scroll goes over and under; Z+scroll moves closer and further. The horizon stays level however you combine them.
- Click the scroll mode — the small drawing and word under the scene, at its left edge — to change what the wheel does. It steps from circular (going around, as above) to vertical (sliding the view up and down) to horizontal (sliding it side to side; a sideways trackpad swipe works too), then back to circular. The slides follow the camera, so whatever you are looking at stays straight ahead. Space and Z only apply in circular.
- Drag the slider under the word to set how far each wheel step goes, from a quarter of the usual to twice it. It applies in every mode.
- Double-click a thing to aim at it without moving closer or further, landing level. It is the fastest way to straighten a crooked view.
- Where you left the camera is saved with the scene, so park it where you want the scene to open.
Orbiting is a building tool and stays in the workshop: a visitor to a published scene does not free-scroll, because the author chose the viewpoint. The scroll mode and the slider are yours too — they stay on this computer and are never saved into a scene or published. The switch hides while a scene rides a rail, because the rail owns the wheel then, and in Fullscreen.
What you cannot do here by hand: type an exact camera position or target, or change the field of view. Orbiting and framing get you anywhere you can see; a number, or a wider lens, is an asking job — pull the camera back to fourteen, widen the lens to 40°.
Manual steps to set the picture's shape, size and backing colour — for Basic users
- Drag any of the four guide lines around the scene. The two lines of a pair move together, so the picture stays centred in its space; the strip underneath is a little taller than the other three sides, because it holds the readout and the scroll mode. The readout tells you what you have — 1280 × 720 · 16:9.
- Dragging near a common shape snaps to it (16:9, 3:2, 4:3, 1:1 and the three portrait ones). Hold Alt to say no. With a guide focused, the arrow keys nudge, Page Up/Page Down step through the common shapes, Home goes back to 16:9, and double-clicking a guide grows the frame as large as it fits.
- Click Canvas, beside the readout, to open the Canvas panel.
- Set a max width or max height — 160 to 16384 px, or No limit. The panel tells you the result in words: "On a large screen this scene publishes at 1067 × 600". Unlike the frame's size on your screen, this reaches the export.
- Leave Fallback image on Automatic and every export carries a still of the scene's first frame; set it to None for a scene that opens on something you would rather not show as a still.
- Under Behind the scene, tick Use a page colour and pick the background colour of the page your scene will sit on. It shows through every empty part of the scene while you work — and it is what glass and metal reflect and refract, so it is saved and exported too.
- Or set Fill to a linear or radial gradient and choose its start and end colours, where each stop sits, and the angle (linear) or the centre and radius (radial). A gradient is drawn by the scene itself, edge to edge — not by the page behind it — so the glass refracts the same glow the empty pixels show, and it exports exactly as you see it. One colour puts it back.
Set the page colour to your own site's background and the scene stops looking like a black rectangle cut into your page. Black is a real answer, not an empty one: if your page really is black, tick the box and leave the colour black.
Manual steps to fill the tab with the scene — for Basic users
- Click Fullscreen at the foot of the Canvas panel — or Fullscreen scene in the Video window's Layout row.
- The rail and the dock fade away and the scene grows across all three columns. Nothing about the scene changes, and your panels stay open behind the fade.
- Leave by the same button, which now reads Exit fullscreen, or by pressing Esc. Both always work.
Everything you do in there is still kept and saved — a stray double-click still selects, and orbiting still re-aims and saves the scene's camera. Park the camera before you record, or put it back after. Fullscreen ignores your max size, which is why Preview, not Fullscreen, is the proof of what you publish.
12Publishing it
One zip, entirely self-contained, yours to do anything with.
A project holds as many scenes as you like, sharing the parts you have made; one of them is open at a time, and that is the one that publishes.
Manual steps to save, switch and start scenes — for Basic users
- There is nothing to press. Every change marks the project dirty and one save writes it up about two seconds after you pause; saved · rev N flashes on the status line.
- Click Scene at the top of the rail for this project's scenes. Pick one to open it; start a new one from the same place.
- Close the tab and come back tomorrow: the workshop reopens the scene, and your panel layout, as you left them.
- If the same project was saved somewhere else in between, you are told there was a conflict rather than silently overwritten.
Manual steps to preview and export — for Basic users
- Preview, near the foot of the rail, uploads a throwaway copy of the exact package and opens it in a new tab, running as the published player rather than as the workshop. It answers "will the export actually work?" before you ship it. A preview link dies on its own after three days, so it can never quietly become hosting. Preview shows its loading screen while the scene compiles; the fallback image is only in the export.
- Export downloads one zip that is the complete runnable thing: the player, your scene, its models, its lettering, its pictures, a fallback image of its first frame, and its two notice files. Every reference inside points inward. The exported page shows that picture at once and swaps in the live scene the moment it is ready.
- Unzip it onto any static host — or open it locally over any small web server — and it plays there with zero requests back to us.
Every export carries LICENSE.txt and NOTICES.txt at its
root, on either plan. The licence says what you may do with the package: everything,
because it is yours — host it, copy it, change it, embed it, sell it, give it
away. The one exception is the fonts under fonts/, which keep their own
licences; keep those files with the folder wherever it goes.
13When it isn't there
"I added it and I can't see it" is the commonest thing anyone says to a 3D engine.
When your ask runs into a limit or a rule, the engine does something reasonable and carries on — and then says so. Each of those arrives as a diagnostic with four parts: the rule it hit, what it did instead, the fix, and which object it was about.
Manual steps to see what the engine did instead — for Basic users
- Click Diag on the rail. The list keeps its history, so opening it after the confusing thing happened still shows it.
- Click Bus for every message the engine sent itself, newest first — a press, a state change, a value arriving. It filters to whatever you have selected, so "what did my switch just do" is one page.
Cheat sheet
| You want | Say something like |
|---|---|
| A shape | add a brushed brass torus above the floor |
| To name it | call that lamp "key-light" |
| A material | make the frame polished marble |
| A tint | keep it glass but tint it green |
| It to vanish | fade the card away to air |
| More light | make the key light twice as strong |
| A hollow shell | make it a hollow shell two millimetres thick |
| Many of something | repeat it six times along y, two units apart |
| A cut-out | carve the sphere out of the box, smoothly |
| Motion | spin the torus slowly, forever |
| A click to do something | when the card is clicked, lift it and glow the edge |
| To look at something | look at the hero lamp |
| A published size cap | never publish this wider than 1200 |
| To know what is there | what's in the scene? |
| To know why it broke | why can't I see the blue sphere? |
And when a request could mean two different things — double the orbit: the speed, or the radius? — expect one clarifying question rather than a confident wrong answer. Naming the channel (double the orbit's radius) skips it.