# What is Tvori

Tvori is a VR software. With Tvori you can quickly create story prototypes such as animatics and previs, prototype XR apps & games, and even make complete animated films all within Tvori.

{% embed url="<https://www.youtube.com/watch?v=gyGL6x0aPrc&feature=youtu.be>" %}

You can animate in real-time or with keyframes; use the internal library of primitives; import your models, images, and sounds. You can create a VR experience; export 2D & 360 video; export your scene & models with animations.

[Learn more about what you can do in Tvori](https://tvori.co/features)


# Get Started

Get Tvori from [Oculus Store](https://www.oculus.com/experiences/rift/1104933179620125/), [Viveport ](https://www.viveport.com/0cce5a9b-056f-4cc2-8cca-6739dbb760a8)or [download directly](https://app.tvori.co/editor).

Tvori works on Oculus Rift, HTC Vive, and Microsoft Mixed Reality.\
Tvori does work with the Quest + Link to a PC/laptop recommended PC

### Recommended PC

* OS: Windows 10
* Processor: CPU: Intel i5-4590, AMD FX 8350 equivalent or better
* Memory: 16 GB RAM
* Graphics: Nvidia GeForce GTX 1070, AMD Radeon RX Vega 56 equivalent or better
* Storage: 5 GB available space


# Social & Support

You can write to us to <hello@tvori.com> with any questions and proposals.

Read news and announcements [on our blog](http://tvori.co/blog).

Also, find us on:

* Twitter: <https://twitter.com/Tvorium>
* Facebook group: <https://www.facebook.com/groups/TvoriSupport/>
* Youtube: [http://www.youtube.com/c/Tvorium ](<http://www.youtube.com/c/Tvorium >)


# Tutorials

Materials on how to use Tvori

## Video Tips in Tvori

When you hover over most of the tools in the [main menu](/main-menu) and on the [shelf](/tools/shelf) for about a second, you should see video tutorials appearing:&#x20;

{% embed url="<https://www.youtube.com/watch?v=Cm4ySINZ4Qs>" %}

You can [turn off the tips in 2D menu](/settings#global-settings).

## Video Tutorial by Sterling Osment

Our powerful user—Sterling Osment created [this video tutorial on the basics and tricks of Tvori](/tutorials/sterlings-video-tutorial).

{% embed url="<https://youtu.be/aT5nnFh8DqQ>" %}
The intro video
{% endembed %}

## Caveman.

Workflow how to create character in VR, starting from sculpting in [Oculus Medium](https://www.oculus.com/medium/) then skinning in [Masterpiece Motion](https://www.masterpiecevr.com/motion.html) and then create final rig and animation in [Tvori](http://tvori.com)

{% embed url="<https://youtu.be/7m7xMufpvn8>" %}


# Sterling's Video Tutorial

Video Tutorial by Sterling Osment

{% embed url="<https://www.youtube.com/watch?time_continue=72&v=aT5nnFh8DqQ>" %}

{% embed url="<https://www.youtube.com/watch?v=J5MuZQPBDi0&list=PLpVxpRAn7ZrT39GTaUUKMQxSEB-s7kyYV&index=2>" %}

{% embed url="<https://www.youtube.com/watch?v=CgIdFbo0TjQ&list=PLpVxpRAn7ZrT39GTaUUKMQxSEB-s7kyYV&index=3>" %}

{% embed url="<https://www.youtube.com/watch?v=nC4cb4tZ4m8&list=PLpVxpRAn7ZrT39GTaUUKMQxSEB-s7kyYV&index=4>" %}

{% embed url="<https://www.youtube.com/watch?v=yai97CNYyQw&list=PLpVxpRAn7ZrT39GTaUUKMQxSEB-s7kyYV&index=5>" %}

{% embed url="<https://www.youtube.com/watch?v=2a9zpGklAJ8&list=PLpVxpRAn7ZrT39GTaUUKMQxSEB-s7kyYV&index=6>" %}

{% embed url="<https://www.youtube.com/watch?v=SjWAjlNOMW4&list=PLpVxpRAn7ZrT39GTaUUKMQxSEB-s7kyYV&index=7>" %}

{% embed url="<https://www.youtube.com/watch?v=5ap6_BUXv7s&list=PLpVxpRAn7ZrT39GTaUUKMQxSEB-s7kyYV&index=8>" %}

{% embed url="<https://www.youtube.com/watch?v=MeFgHI14NGc&list=PLpVxpRAn7ZrT39GTaUUKMQxSEB-s7kyYV&index=9>" %}


# Examples

The examples projects


# LODs example project

Project showed how to make scenes with LODs assets. Author Pavel Shalaev

{% embed url="<https://youtu.be/vFYac1p5M5o>" %}

About how to prepare LODs:

{% content-ref url="/pages/-LnC8FLa1EnGlctqdrsL" %}
[Level of Detail](/import/import-3d-models/level-of-detail)
{% endcontent-ref %}

Tvori project on GitHab:

{% embed url="<https://github.com/Postergold/Tvori-LODs-example/archive/master.zip>" %}

Pleas download zip then unzip to your disk and set this project in Tvori in [2D Setting Menu](/settings)

Whats in project:

* Source models in Oculus Medium format
* Exported FBX with LODs
* Final Tvori scenes with LODs assets and animation


# Interactions

Interact with objects and interfaces in Tvori

The main way to interact with Tvori is through VR motion controllers. We support controllers from Oculus Rift, HTC Vive, and Windows Mixed Reality.

Your VR controller will always have those 4 buttons in Tvori:

* Trigger (blue button)—for grabbing and pressing objects and interfaces
* Grip (green button)—for moving & scaling yourself on a scene
* Yellow button—for opening & closing the menu
* Context button (blue icon)—for selecting objects, teleporting and opening context menus

### Grabbing objects

{% embed url="<https://youtu.be/iogWlbNpTtQ>" %}

To grab an object, stick that blue shining dot on top of your controller inside the object and press and hold the trigger. The object will follow your hand as long as your hold the trigger.

### Moving & scaling yourself

{% embed url="<https://youtu.be/LXblAFG9UWI>" %}

{% embed url="<https://youtu.be/054CXWcCkLs>" %}

{% embed url="<https://youtu.be/_bgNaVTPbik>" %}

To move and scale yourself on a scene press and hold the grip button on a controller. You will notice that moving a controller in space while holding the green button makes the whole scene to move around you.

**Scale**. If you press and hold the green buttons on both controllers and start move controllers closer or apart it makes the whole scene to get smaller or bigger.

**Rotate**. And if you move controllers in a circle while keeping controllers opposite to each other it rotates the scene around you.

### Scaling & rotating with a single hand

{% embed url="<https://www.youtube.com/watch?time_continue=21&v=XZlEdOnTrgQ>" %}

You can also rotate & scale yourself on a scene with a single controller. To scale, hold the grin button and shift/press the stick/touchpad to the left or to the right.

To rotate, make sure that "Rotation with one hand" is unlocked in the [2D menu](/settings). When it's unlocked you can rotate yourself with a single controller by just rotating the controller while holding the green button.

### Scaling objects

{% embed url="<https://youtu.be/1p6b85ykVDY>" %}

You can scale any scene object or a tool by holding it with both hands and moving your hands apart to enlarge or close to each other to make it smaller.

{% embed url="<https://youtu.be/838cSHgU_h0>" %}

Alternatively, you can hold an object in a hand and then shift/press stick/touchpad to the left or to the right to change the size of the object.

### Undo & Redo

You can undo every change on a scene: moving objects, adding animations, changing colors, grouping, deleting, etc. Same with the redo. We don’t have a limit on the numbers of actions you can undo or redo.

You can undo and redo from the controllers as well as from the [main menu](/main-menu).

#### Oculus Rift

Push the stick to down to undo and up to redo

#### HTC Vive

Swipe the touchpad to the left to undo and to the right to redo

#### Microsoft Mixed Reality

Push the stick to down to undo and up to redo

### Contextual Actions

Context button switches its icon and purpose depending on the context. For example, when you highlight an object with a controller, the contextual button allows you to [select](/interactions/select-objects) an object and open a [context menu](/context-menu).


# VR Controllers

### Oculus Rift

![](/files/-Lmy4zc7Pp9QeX_tk-e3)

![](/files/-Lmy56vyTvYv05Aj9ZBt)

### HTC Vive

![](/files/-Lmy5Z-4p2M8XVDXZd7Z)

![](/files/-Lmy5bd-Uhe3mbAtBVAw)

### Microsoft Mixed Reality

![](/files/-Lmy5gJls_q6LAqbIIFk)


# Delete

Learn how to delete

{% embed url="<https://youtu.be/puAKDhzNW7o>" %}

There are three ways of deleting objects: with the [trash bin](/tools/trash-bin), throwing away, and through the [context menu](/context-menu).

### Delete Keys

{% embed url="<https://www.youtube.com/watch?v=xkFoDKwbsbM>" %}

Here's how to delete keyframes from the [timeline](/tools/timeline). You can use trash bin or special option in the context menu. [ It's possible to delete only one or several keys.](/tools/timeline/keys-mode#keys)


# Select Objects

Selecting multiple objects allows you to move, rotate, and scale them together. You can select objects either with the [context button](/interactions#contextual-actions) or the [selection sphere](/interactions/select-objects#selection-sphere).

{% embed url="<https://www.youtube.com/watch?v=Ef0GFOpvhOY>" %}

When you click the trigger in the empty space—everything gets deselected.

### Continuous selection

Select or deselect objects continuously by touching them while holding a controller button.

![](/files/-MOgAf-YtEG8xSwhq28G)

### Selection Shapes

Select objects within Box, Sphere, and Line shapes single handedly or by extruding the shape with both controllers.

![](/files/-MOY8IdkzfL3fXF8zePg)

### Selection Sphere

![](/files/-MOY8SmtWSaSJh6g94b5)

### Selection Box

![](/files/-MOY7VREIzVmEnbs_gUY)

### Selection Line

![](/files/-MOY83clK0W_XXg0zVtY)

### Change selection shape

When you create selection shape, holding the trigger makes arrow buttons appear. You can use those buttons to change the shape type.

![](/files/-MOpHLoF7ZwzUKZ3J4lc)


# Duplicate

There are two ways to duplicate / copy an object or a group of objects:

1. Get an object in your hand and press the context button on the controller
2. Open a[ context menu](/context-menu) on an object and choose Duplicate

{% embed url="<https://www.youtube.com/watch?v=RB8-jbGK7gg>" %}

### Duplicate animation keys

{% embed url="<https://www.youtube.com/watch?v=SXVGBuf2tLY>" %}

### Duplication on Vive

![](/files/-Lmy2t1j163-lFDKyX2R)

### Duplicate on Microsoft Mixed Reality

![](/files/-Lmy3-9INRMMi6oeDyrA)


# Link Objects

Learn how to connect objects

{% embed url="<https://www.youtube.com/watch?v=l7zDBZ3Sdck>" %}

To link one object to another, open a [context menu](/context-menu), select "Link To", hold onto that button and move a controller to another object you want to connect the original object, and then release the trigger—your objects should be connected now.


# Group

Learn how to put objects in one group

[Select objects](/interactions/select-objects) you want to group,[ open the context menu](/context-menu) on one of the selected objects, press "Group".

{% embed url="<https://www.youtube.com/watch?v=dvYznUxzLBU>" %}

You can group selected objects from the [main menu](/main-menu) as well.

{% embed url="<https://www.youtube.com/watch?v=oklpYBCtlsI>" %}

It's pretty similar to [linking objects together](/interactions/linking-objects) except that when you group—the objects become a single piece.


# Main Menu

Access tools, options, and saved scenes through the main menu

{% embed url="<https://www.youtube.com/watch?v=hVzK5mMG8R4>" %}

Press the yellow button on a controller to open the menu. To close the menu, press that button again. The menu opens near the controller.

Access the [tools](/tools) from the menu.

![](/files/-MUtCehFALoueTohYLnP)

### Buttons on the right side

* [Group](/interactions/group)—activates when you have 2+ objects selected
* [Undo & Redo](/interactions#undo-and-redo)—undo changes related to scene editing
* [Snapping](/snapping)—aligns objects on a grid when moving
* [Gizmos](/gizmos)—activates movement, scale and rotation controls on objects
* Preview—makes the tools invisible on a scene


# Saves

Where your scenes are

[Menu](/main-menu) / Turn the page to the left or to the right

### How to Load

{% embed url="<https://youtu.be/Cb0jXECEpCI>" %}

### How to Save

{% embed url="<https://youtu.be/nXb8MFgDGsI>" %}

If you try to overwrite another saving orb—it will open a dialog menu that asks whether you want to overwrite it.

You can re-save to the same orb that way as well as overwrite old scenes.

### Orbs

![](/files/-MD-VAkpFeYSzJbj0YGF)

Each of that orb contains a scene. You can rename, duplicate, and delete them.&#x20;

A saving orb that contains the scene you’re in is highlighted with a thick blue outline.

There’s always one extra empty sphere at the end. You can use it to create a new scene or save an already created scene to it.

![](/files/-MDQKnwHglXAx65uxzKb)

### How to rename saves

Press on the orb and choose “Rename”.&#x20;The [keyboard](/tools/keyboard) will appear in front of you. Type the new name and press Enter on the keyboard.

### How to delete saves

Press on the orb and choose "Delete".

### Save as project

You can save current scene as a project - all resources will be saved as .zip file. Just open your scene and then open context menu of its' orb.

![](/files/-MTrIAM2NibA5CSuCipd)

### Save files&#xD; in project folder

Your save files are stored in a [project](/projects) under “Saves” directory in “.tvori” format. You can freely rename, duplicate, and delete them from that folder.


# 2D Menu

Access the main settings

To open the 2D menu, click with the mouse on the top left hamburger icon.

![](/files/-MMCWUNTC4Te4wNUbDJm)

### Project path (Pro)

Open or create a [project folder](/projects).

### Global settings

Access settings for all projects in Tvori.

**Tunnel vision**

Turn on & off the tunnel vision. This should prevent the motion sickness when navigating and rotating on a scene.

**Video Tips**

Turn on & off help tips that appear when you hover over some tools for a second.

**Rotation with one hand**

Turn on & off rotation with a single controller. You can also switch it with a button on you controller that appears when you're holding a grip button.

**Error notification**

You can control error notification system through 2d setting menu and choose most convenient notification mode.

### Project settings

Access settings for your current project.

**Ambient Occlusion**

Turn on & off the global self shadow on objects. [Lean more about Ambient Occlusion](https://en.wikipedia.org/wiki/Ambient_occlusion) on Wikipedia.

**Gamma**

You can adjust it for color correction. For example, if you want to use models made in Quill, you should set Gamma to 1.6.

**Quality**

Quality control helps to avoid unnecessary load and freezes.


# Display Mode

Special Mode & Hotkeys

With Display Mode you can:

* Switch between different cameras of the scene;
* Control the playback of animation and the current active view, e.g. it can be displayed from eyes perspective or from the selected camera.

You can also user hotkeys to control the view. Click on "Hotkeys" button.

{% embed url="<https://youtu.be/QKLD2P-m53Y>" %}


# Tools

Tools that stay at the same distance and size relative to you no matter your actual position or scale on a scene. They follow you around so you can use them anywhere.

Find the workspace tools in the [main menu](/main-menu).

For example, the [shelf](/tools/shelf) and the [timeline](/tools/timeline) are workspace tools.


# Shelf

Get props, puppets and tools; import 3D models, images, sounds, and videos using the shelf

[Menu](/main-menu) / Shelf

{% embed url="<https://www.youtube.com/watch?v=0kIaSHfT--g>" %}

You can find rectangular buttons with icons on the sides of the shelf. The buttons represent different packs of objects and tools. If you press on one of them it will be opened with multiple objects spawned on the top of the shelf. To get an object—just grab it out of and place on a scene.

### Packs

The shelf has a number of packs that contain different objects to use: primitives, the [puppet](/scene-tools/puppet), and [tools](/scene-tools).

### Import

{% embed url="<https://www.youtube.com/watch?v=nH7u_wjKWHI>" %}

You can [import your own 3D models, images, sounds, and videos](/import). To import, find your [project folder](/projects): **.../Documents/Tvori/Stuff/** on Windows and put your files there. Then go to Tvori, open the shelf and press Import button to find your files there on the top of the shelf.

![](/files/-MD-qmN_Xf_htUCQB6mt)

{% content-ref url="/pages/-LmyslArAWovhBeM590l" %}
[Shelf](/tools/shelf)
{% endcontent-ref %}

###


# Poly

Get models from the Google Poly library

[Menu](/main-menu) / [Shelf](/tools/shelf) / Poly button

{% embed url="<https://www.youtube.com/watch?v=6I1pE4Il4RM>" %}

It's an integration with [Google Poly](https://poly.google.com/). Aside from importing, you can [export back to Poly](/export/export-3d-models/export-to-poly).

![](/files/-MD-rh_eNxLO3SpDYyAZ)

### How to search

Press Looking Glass icon to search for objects.

Press on a filter icon to filter objects by a category.

<div align="left"><img src="/files/-LnH7wsBdWKk1oIoA5T_" alt=""></div>


# New Timeline

Play & animate

[Menu](/main-menu) / Timeline

## The New Timeline

We created Tvori because we believe that people can become very creative and share their ideas and stories if they get an easy to use and very intuitive animation tool. The timeline is straightforward and accessible for both animators and people without any background in animation.

![](/files/-M4-9HCoHG2TAWhNbZ1r)

## Use cases

{% tabs %}
{% tab title="XR experiences" %}

## Prototype XR experiences

Unity blog - [Designing for mixed reality: Learnings from the MARS HMD companion app](https://blogs.unity3d.com/ru/2020/02/14/designing-for-mixed-reality-learnings-from-the-mars-hmd-companion-app/)

![](/files/-M0d4o2vggAioV8mrFZd)

## Prototype AR in VR—AR layer

{% embed url="<https://youtu.be/_qzqZVDnNHg>" %}

{% endtab %}

{% tab title="UI Prototype" %}

### Animated UI Prototype

{% embed url="<https://youtu.be/Skhg7Sad04Q>" %}

{% embed url="<https://youtu.be/RHO38TBhLFA>" %}

Simulate your UI interactions with animation in Tvori
{% endtab %}

{% tab title="Content creation" %}

## Character animation

CN Journeys VR Experience by Cartoon Network

{% embed url="<https://youtu.be/2Xnt5vedi-s>" %}

Tvori was used to create character animation for 2 VR Games from Cartoon Network
{% endtab %}

{% tab title="VR animated story" %}

### VR/360 animated story

[Lighting by Jeremy Casper](https://youtu.be/4fK4UlhKoT8) in 360

![](/files/-M4KECxofQjBBl1ZOyhu)
{% endtab %}

{% tab title="Animated film" %}

### Full animated film

![](/files/-M0bitIOGAhYb7Goo7nJ)

[Lightning (theatrical cut)](https://youtu.be/XKIgzC6-suU)

[The Adventures of Captain Bluescreen](https://youtu.be/pv-H-2ob_DM) by Sterling Osment

[Rainy day](https://youtu.be/Fr4uNIiaN7Y)
{% endtab %}

{% tab title="Animatic " %}
{% embed url="<https://youtu.be/_wUopwFCw14>" %}

###

{% endtab %}
{% endtabs %}

## Features

We've been collecting feedback from our users during last 2 years and did our best to implement most of the users asks. The old timeline enabled some amazing art works like [CN Journeys VR Experience by Cartoon Network](https://youtu.be/2Xnt5vedi-s), [Lighting](https://youtu.be/XKIgzC6-suU), [Captain Blue Screen](https://youtu.be/pv-H-2ob_DM), [Rainy day](https://youtu.be/Fr4uNIiaN7Y) and [other beautiful works](https://www.youtube.com/playlist?list=PLxRkidGv0RafCU1r-E5MvsVhDpyCC1c49), but it has some limitations.&#x20;

We started creating the new timeline with the goal to address needs and problems of those who used the old timeline in their projects. We try to make it faster and more powerful. Here's some of the new features:

* [Favorites](/tools/timeline/keys-mode#add-to-favorites-track-and-subtrack)
* [Visibility](/tools/timeline/keys-mode#add-visibility-of-objects)
* [Multi-selection](/tools/timeline/keys-mode#multiselection-with-selection-area)
* [Looping](/tools/timeline/keys-mode#animation-looping)
* [Go to object and viewer](/tools/timeline/keys-mode#go-to-object)
* [and etc.](/tools/timeline/keys-mode)

##

![](/files/-M1GAQFXFNdFUpterO68)

We've built the timeline based on the needs of professionals from companies and individual creators. Our close partnership with Cartoon Network, Unity, NBCUniversal, Walmart as well as feedback from the community allowed us to build the timeline that is simple, yet powerful to ideate, make the first creative steps, iterate quickly, and get stuff done all in VR.

You can create high-fidelity animations as well as quick and dirty animated prototypes.

You can start using the timeline right away even if you haven't animated anything in your life before. Make first steps with our interactive tutorial, take a look at examples, come up with what you want to animate and learn as you go by experimenting and looking in our user guide. Have fun and get stuff done.

Other users works on [YouTube channel](https://www.youtube.com/playlist?list=PLxRkidGv0RafCU1r-E5MvsVhDpyCC1c49)

## Modes

There are two major animation modes: [real-time](/tools/timeline/keys-mode#real-time-animation) animation is a quick and very easy way to create a draft while [autokey keyframe mode](/tools/timeline/keys-mode#autokey) allows you to make final and more polished animation.

VR viewers&#x20;and Cameras
-----------------

You can also [edit VR viewers and cameras](/tools/timeline/viewing-screen).


# Interface

### **Change duration**

![](/files/-M3li5HVBUN2Ao3XExXm)

{% embed url="<https://youtu.be/9NgYUmv9gCo>" %}

To change the duration, grab and move the handle that is positioned on the right side of the time ruler. Move to the right to extend the duration and to the left to shrink.

### **Zooming on the timeline**

You can zoom in and out on time periods to edit keys more precisely

![](/files/-M3ljCrZStsIQiLb-5uh)

{% embed url="<https://youtu.be/ogHTVa3LcM0>" %}

Use the slider on the top of the ruler to zoom in and out.

### **Choose frames or seconds**

![](/files/-M3uInPXJFu_LQHkhlf5)

{% embed url="<https://youtu.be/w8ThALBxHtU>" %}

You can switch the ruler to visualize the time from frames to seconds. The timeline will play the same no matter what you choose—It's just a matter of how the ruler visualizes the time. By default it shows the time in increments of 24 frames per second.

When you record the animations in real-time or edit, visualization in seconds might be more convenient.

### Lock playing in camera cut

![](/files/-M3m1LgrrppnZecwxmYN)

{% embed url="<https://youtu.be/9CXjawHMhHE>" %}


# Animation

![](/files/-M3kItyfABG34BD7wW7k)

### **Real-time animation**

![](/files/-M3kC75z36HgMPdkjJdh)

###

{% embed url="<https://youtu.be/luTp8EeK9Ng>" %}

When you’re holding an object while the recording mode is on—every movement of that object will be recorded; the timeline is playing along while you’re holding the object. As soon as you release the object—the timeline pauses.

### **Keyframe animation**

![](/files/-M3kF3_BoPqOv-AIk5oz)

###

{% embed url="<https://youtu.be/GM0WNoYQ3xc>" %}

When you grab and release an object in the Keyframe mode—the object gets a key on the timeline at the current time. The key is keeping information about position, rotation, and scale of the object at that time.

## Keys

All animation in Tvori is based on tracks with keys where keys keep information about properties of objects, their position in space, materials, and more.

You can move, select, duplicate and delete keys.

![](/files/-M3kKT7OaTVVS9U54Phb)

### **Selecting keys**

![](/files/-M3l_uVPODfE_iCC8ZWd)

###

{% embed url="<https://youtu.be/ih5A-2F_gwo>" %}

To select keys on the timeline, press and hold the select button on the controller and move the controller.

{% embed url="<https://youtu.be/Z4sc4yOiXfM>" %}

To  deselect keys, press and hold the select button on the controller and move the controller across a timeline area which has no keys on it.&#x20;

### **Moving multiple keys**

{% embed url="<https://youtu.be/YJKNpQ1UJ-g>" %}

### **Tweening (interpolation)**

You can set how an object is transitioning between given keys. We call it tweening.

![](/files/-M4-u6LUCR0y_CgU0JYP)

There are 3 types of tweens:

![](/files/-M0cTSrM1XgWm4wPuojO)

* **Curve (or** **bezier)** — is a default tween. The movement of an object will be along a [curved path that you can control](/tools/animation-path).
* **Linear** — an object will be moving on a straight line and have the same speed along the way.
* **Stepped** — the movement from key to key will be instant. As if the object was teleported from point A to point B. It's most suitable when you do [blocking animation](https://vimeo.com/10856139).

![](/files/-M3kHBamLDSYJU-Bae2s)

Use this button to switch tweens.

{% embed url="<https://youtu.be/a23tV1JN9SI>" %}

### **Change tweening of multiple keys**

{% embed url="<https://youtu.be/unWeflRQCXQ>" %}

### **Duplicate multiple keys**

{% embed url="<https://youtu.be/HHls5UsoO5c>" %}

### **Delete multiple keys**

![](/files/-M3lemCWY4gxMAyYQ6Av)

![](/files/-M3lfhdoDVZhdbF7opuW)

###

{% embed url="<https://youtu.be/iWoAvIgUoWw>" %}

### Key snapping

Now its possible to snap key against keys on other tracks.

![](/files/-MPErgvTJEpu459-XwP2)

### Possibility to insert or remove empty keys

Just click on scrubber to call context menu and choose needed option.

![](/files/-MPEsanRCeIfzw0FW_83)

## **Tracks and actions**

There are buttons on the left of each animation track.

### **Add to Favorites**

![](/files/-M3fk7xGZ36kNRxvOt3Q)

You can add any animation track to favorites. Favored tracks will be pinned at the top of the list of tracks no matter whether objects with tracks are selected or not.

Objects with favored tracks will show [animation paths](/tools/animation-path) at all times.

{% embed url="<https://youtu.be/jqwPQAb0qzg>" %}

### **Scroll the timeline**

![](/files/-M3m-i93w6eYeW8klhuw)

###

{% embed url="<https://youtu.be/-IVPft63lGA>" %}

### Add and delete key**s with a button**

![](/files/-M3g4FSXav7q23HZB2S3)

On the left of each track there's a button with a key icon. It adds new keys and deletes existing keys where the time slider is.

### **Visibility — Hide and show objects over time**

You can make an object disappear on a scene when the timeline reaches a certain time period. The track responsible for hiding and showing objects is called visibility.

When visibility is useful:

* Make an object or a character to appear instantly.
* Switch one object with another.
* Do stop motion animation, like this one [Why'd you Steal my Dog?](https://youtu.be/vWumXtJTzQQ)
* Do animation of UI where UI elements appear and disappear over time.

![](/files/-M3foJaDXb2UAnROxZDY)

Here's how to add the visibility track:

![](/files/-M3ftxOGxgv0_KK8XlRf)

A new visibility track has 1 clip set to show the object in a certain time period. You can add new clips by using a button with a key (set key).

{% embed url="<https://youtu.be/PvHNS0FC3hE>" %}

### **Animation Looping**

![](/files/-M3fx9SuBW5I5_2vlnix)

Animation looping allows to create loop cycles of animations on the track.

{% embed url="<https://youtu.be/h5i0v0-oMo4>" %}

### **Adding keys to a selected body part of puppet and imported characters or to all body parts**

![](/files/-M3kDgMsAPR38Otd2pyK)

{% embed url="<https://youtu.be/GTwPWEEtAh0>" %}

When "full body" button is on, the character will get keys that capture its full pose. It's easier to look at animation of a character as animation of its poses instead of individual body parts.

When you want to set keys to individual body parts you can turn the "full body" off.

### **Go to an object**

![](/files/-M3g-gvkPB4BsnwZTaeM)

###

{% embed url="<https://youtu.be/NzJI6ArhyrU>" %}

You can teleport yourself to an object by pressing "go to object" button.

As a way, you can put [viewers](/scene-tools/viewpoint) or [locators](/scene-tools/locator) in your scene and use them to teleport yourself in their positions and scale. It's useful when you work on a large scene where it can become tiresome to move yourself to far away parts of the scene.

### **Copy/paste track keys**

![](/files/-M3m5wDNaI-8RYpRMfQm)

{% embed url="<https://youtu.be/yQATZ3oWGmM>" %}

You can copy and past animations from one object to another. Keep in mind that if the characters have different proportions, the duplicated animation might not look right.

### **Animate materials**&#x20;

{% embed url="<https://youtu.be/euoVtpNaDmU>" %}

You can animate properties of materials such as color, transparency or metalness using [materializer](/tools/materializer) in keyframe mode.

### **Remove Track**

![](/files/-M3m2oi0U3bdDtPZlvwG)

{% embed url="<https://youtu.be/Pft54EWymlM>" %}


# Viewing screen

Edit cameras & viewers

## **Show the viewing screen**

![](/files/-M3uGAeikuoGi6xOZpxE)

### Move Screen and Return Screen Back

![](/files/-M4oLinlPTr-AhKGRVQc)

{% embed url="<https://youtu.be/I68f99av0dA>" %}

####

#### An animation player is added to a timeline screen, in case of its disconnection from the timeline. So now it's easy to play video cuts without main Timeline work area.

![](/files/-MPEwsdYFsSWaeAOfi_e)


# Export panel

## Export Panel (Page in development)

{% embed url="<https://www.youtube.com/watch?v=zMtmRLOVCZU&feature=youtu.be>" %}

### Models

![](/files/-MDDuB1tUjAfVGt1W3cO)

### Video

![](/files/-MDDu7Hg_rCh2QMW2xch)

### 360 Video

![](/files/-MDDuYS21eDtBOWU-KRn)

### VR Experience&#x20;

![](/files/-MDDv2BwRVldqfZd9LWo)

### The Viewer

![](/files/-MKFfRZUgltNXdSuwim9)


# Animation Path

It shows you a trajectory of a selected object

[Select](/interactions/select-objects) an animated object to see its animation path.

{% embed url="<https://www.youtube.com/watch?v=BlJIT3z71Vk>" %}

You can edit the position and rotation of the animated object by moving the controls of the path. Animation path is a [Bézier curve](https://en.wikipedia.org/wiki/B%C3%A9zier_curve).


# Brush

Paint and take notes in space

[Menu](/main-menu) / Brush

![](/files/-MPEoH-ZxqVYdwpXMGPY)

{% embed url="<https://www.youtube.com/watch?v=-HFjfKHypB0>" %}

### Brush context menu

{% embed url="<https://www.youtube.com/watch?v=f3IJ2U2UIKw>" %}

Additional mesh strokes in brush menu can be used to model objects & characters.&#x20;

Change the brush's type and color from the context menu.&#x20;

###

####


# Materializer

Customize materials and apply them to objects with materializer

### [Menu](/main-menu) / Materializer

You can switch between 5 types of materials and change their properties. You can go from a matt, dark material to a shiny, bright one, to a shadowless, solid colored material in seconds.

![](/files/-MLhmlzJyikpLUZ7HY-8)

1\) **Material panel**. Setup your own material presets there

2\) **Color palette.** Click on it to get a color in the [material pen](/tools/materializer#material-pen) or the [brush](/tools/brush)

3\) **Last color from color palette, along with white color & gray color samples**

4\) **Color Slots.** Apply colors to the slots for later use

5\) **Material preview orb.** Press on it to get a material pen with that material

6\) **Material preview orb without colors**

7\)  **Color picker / Material pen.** Get and apply materials with it

8\) **Action material buttons.** Apply a material to all objects on the scene (without applying color) or set material as the default for new instances from the [object shelf](/tools/shelf).

### Material Pen

When you press on the color palette, color slots or a material orb you get a material pen. The material pen can set a given material and its color to objects.

If you press the context button with <img src="/files/-LnGv-Mkj4KLzw5v_Wvw" alt="" data-size="line"> icon, the pen empties and it becomes possible to get material properties from objects instead of setting them.

![](/files/-LnGv5sQIS2niVgWPrJb)

You can switch between several modes of the material pen to work only with colors, or all material properties excluding colors. It's handy for when you want to colorize objects without changing all of their material properties and vice versa.

#### Set color only

When you take the pen from the color palette or color slots it applies only colors to objects without changing other material properties.

<div align="left"><img src="/files/-MDLQCCSIGw8T48vjw6P" alt=""></div>

#### Set material only

<div align="left"><img src="/files/-MDLQlvU5bDWDGIUsYs-" alt=""></div>

#### Get material from an object

You get a material from an object and set it to another objects.

<div align="left"><img src="/files/-MDLRdD_xurzk0AywMoK" alt=""></div>

### Material types

You can set different materials to an object.

Via Materializer:

* **Standard**—a regular material
* **Fog**—making objects appear foggy
* **Unlit**—making objects to have the same shading not matter shadows and light color
* **Additive Unlit** function sums up incoming data such as color or transparency.
* **Multiply Unlit** function multiplies incoming data such as color or transparency.&#x20;

only via [context menu](/context-menu):

* Toon—making objects to look more cartoony&#x20;

### Multiply & Unlit use cases

{% embed url="<https://youtu.be/jI5W9ioJPHo>" %}

&#x20;**Additive materials:** \
With new Additive functions you can achieve different intriguing styles such as\
\- holographic effects and AR interfaces in a specific style;\
\- glow and lightning;\
\- fire and magic;\
\- neon signs and etc.

![](/files/-MLi0_FrRyMPlzSmKAVB)

**Multiply:**\
When applying the Multiply materials you're enabled to create not only semi-transparent effects, but also changing backgrounds by darkening landscapes.

![Create a car windscreen and background landscape with diverse features](/files/-MLi0nw9RJhHd2hvJbQj)

You can also combine **Additive** and **Multiply materials.** By using both, you can simulate colored and tinted glass or create various dark magic effects.


# AR

Augmented Reality

Available only in [Pro](/pro) & Enterprise

{% embed url="<https://youtu.be/_qzqZVDnNHg>" %}

Click on AR button and put any objects to AR layer with special brush. We added some options in context menu so you can use different AR FOVs or disable them.

![](/files/-MUret4xwjysDTzJ3CGy)

{% embed url="<https://www.youtube.com/watch?v=HVBoJpvfs-I>" %}


# Transit

Copy & paste characters and objects from scene to scene

Available only in [Pro](/pro).

[Menu](/main-menu) / Transit

Use it to copy & paste objects and characters between scenes.

{% embed url="<https://youtu.be/FUocC6-isMY>" %}

Keep in mind that the transit stores objects only in a session and empties when you exit Tvori.

![](/files/-MUhlYZQosHq4euTugfF)


# Locker

Lock objects on a scene that you don't want to grab and touch by accident, such as floor and walls

[Menu](/main-menu) / Locker

{% embed url="<https://www.youtube.com/watch?v=QjsNzwUy4aA>" %}

To lock an object, take Locker in your hand and then dip the tip of it into an object you want to freeze and press the trigger. The object will turn light grey and will no longer respond on touch and press. To unlock, press on the object again with Locker.

You can switch between three modes using Stick / Touchpad on your controller:

1. Lock & Unlock
2. Lock Only
3. Unlock Only

![](/files/-LnH2UsRoDur8fGU2oHP)

**Supported list for locking**

1. &#x20;Imported static models
2. &#x20;Imported image refs
3. &#x20;Imported video refs
4. &#x20;Predefined static model assets &#x20;
5. Text Tool and some other tools (cameras, lights etc)

**Unsupported list for locking**

1. Puppet and puppet parts
2. Imported skinned models
3. FX's
4. Menu
5. Imported sound orbs
6. Scene orbs
7. Animation keys
8. Particle presets
9. Controllers


# Microphone

Record your voice in VR

[Menu](/main-menu) / Microphone

{% embed url="<https://www.youtube.com/watch?v=c2eh8Wu7S8w>" %}

Press the record button and start speaking. When you’re done, press that button again—a [sound orb](/scene-tools/sounds) should appear on the scene.

You also can start recording by pressing on the context button on your controller when you're holding the microphone.

![Rec on Vive](/files/-LnWY852swye7A3SVPby)

![Rec on Microsoft Mixed Reality](/files/-LnWYAPloxisDQZ0pFYT)


# Trash Bin

Delete objects from the scene

[Menu](/main-menu) / Trash bin

{% embed url="<https://youtu.be/G9fEA5lI7Cc>" %}

You can [delete objects](/interactions/delete) by grabbing the trash bin from the menu and touching the objects you want to delete. You can also grab objects and put them in the bin.

![](/files/-LnH4OjLczorHqsfBktD)


# Sun

Control the sun on the sky

[Menu](/main-menu) / Sun

{% embed url="<https://www.youtube.com/watch?v=KDrk0HiiOXw>" %}

Change the position and the intensity of the sun on a scene. When you rotate the sun tool it rotates the actual sun, and when you scale it scales the sun and its light intensity. You can animate the sun.

You can also change the look of the environment with [environment presets](/scene-tools/environment-presets).


# Keyboard

Type in VR

The keyboard spawns when you start [renaming objects](/context-menu#rename), searching, etc.

![](/files/-MD0V3Wr7r400D5gc84W)

Works like a regular keyboard. To type, just move pointers on the controllers through the keys.

![](/files/-MD0WKMMbygUIt7GNVb7)


# Scene Tools

Tools that you place on a scene and they become part of the scene

Find scene tools in the [shelf](/tools/shelf).

For example, the [camera](/scene-tools/camera) and [lights](/scene-tools/lights) are scene tools.


# Camera

Record videos and take photos

[Menu](/main-menu) / [Shelf](/tools/shelf) / Tools / Camera

{% embed url="<https://www.youtube.com/watch?v=3SrBmuEYv64>" %}

### Take photos

{% embed url="<https://www.youtube.com/watch?v=s6hFwQXuM6o>" %}

Press on the button at the top to take a photo. The photo will appear on the scene and in the project's [import folder](/import) as a JPG file: stuff/photos.

### Export video (Pro)

Export video either [from the timeline](/tools/timeline#export) or from the [settings panel](/scene-tools/camera#settings-panel).

### Post effects

Turn on and off post effects.

### Field of view

Change the field of view of the camera either by using the FOV or the [focal length](https://en.wikipedia.org/wiki/Focal_length) slider —they do the same, but the one works in degrees and other in millimeters.

### Additional  features

Open the panel by pressing on the three lines button on the right side of the camera.

{% embed url="<https://www.youtube.com/watch?v=DTA1dGuWJak&feature=youtu.be>" %}

<div align="left"><img src="/files/-Lodn36UAy7vn4kkQTbx" alt=""></div>

* Turn on & off the post effects
* Set the depth of field
* Set the focal length in millimeters instead of degrees
* Adjust smoothness of movements when recording in real-time
* Adjust the sensor size
* Change proportions of the screen


# 360 Camera

Record 360 videos and take 360 photos

[Menu](/main-menu) / [Shelf](/tools/shelf) / Tools / 360 Camera

{% embed url="<https://www.youtube.com/watch?v=fFWWnJCyq-0>" %}

You can get a 360 camera off the [shelf](/tools/shelf), as well as switch a regular camera to 360 from the context menu.

![](/files/-MD0qE7m48PNquMLD1Ox)


# ViewPoint

Set a position of the viewer in VR and play from it

&#x20;[Menu](/main-menu) / [Shelf](/tools/shelf) / Tools / Viewer

{% embed url="<https://www.youtube.com/watch?v=mN_dC3uvK1E>" %}

ViewPoint allows you to get immersed at an exact point and scale on a scene during play.

### Play from the ViewPoint

If you set the ViewPoint as a [target on the timeline](/tools/timeline#target-cameras-and-vr-viewers) and press play, you will be immersed in the ViewPoint. To exit—press Stop on your controller.

![](/files/-LnNQJkYWtpe4QzmrPrh)

### Modes

{% embed url="<https://www.youtube.com/watch?time_continue=1&v=ZKG5nLgDFAg>" %}

You can switch between 3 modes of the ViewPoint:

1. **Point** immerses you in the position and scale of the avatar figure at the exact height.&#x20;
2. **Standing Point** does the same as Point but places your virtual head above the virtual floor at the distance of your real floor.
3. **Area** positions you relative to the actual tracking area of your VR setup, where the center of your tracking area in the real world is the center inside the viewer's area.<br>


# Puppet

Create and animate your characters

&#x20;[Menu](/main-menu) / [Shelf](/tools/shelf) / Tools / Puppet

{% embed url="<https://www.youtube.com/watch?v=CgmAMIJE1ns>" %}

The puppet consists of a humanoid skeleton and pieces attached to it. You can make your own characters by [linking](/interactions/linking-objects) custom pieces to the puppet's skeleton and adjusting the proportions.

### Animate the puppet

Use the [timeline](/tools/timeline) to animate the puppet.

### Customize the puppet

{% embed url="<https://www.youtube.com/watch?v=0aHYtXHmwtc>" %}

{% embed url="<https://www.youtube.com/watch?v=vcNrWVCJgNQ>" %}

To unlock the puppet for customization, highlight a blue sphere on top until you see an icon with a lock to appear. Press it to unlock the puppet. After you unlocked the puppet, you can freely move out any body parts, delete them and [link new parts](/interactions/linking-objects) to bones and other parts.

### Characters made with the puppet

All the characters in the videos below were made using the puppet.

{% embed url="<https://www.youtube.com/watch?time_continue=2&v=XKIgzC6-suU>" %}

{% embed url="<https://www.youtube.com/watch?v=pv-H-2ob_DM>" %}

{% embed url="<https://www.youtube.com/watch?v=ZRgJYVx-ztY>" %}


# Skin

Pose and animate imported 3D models with bones

[Menu](/main-menu) / [Shelf](/tools/shelf) / [Import](/import) / 3D models with bones

You can [import skinned meshes](/import/import-3d-models/import-skinned-meshes) in Tvori. Skinned meshes are 3D models with bone structure, where bone movements affect the geometry associated with the bone. The skin is an advanced alternative to the [puppet](/scene-tools/puppet).

You can change the way how a bone affects other bones by opening a [context menu](/context-menu) on it and selecting the options listed in the menu.

### Bones' Settings

{% embed url="<https://youtu.be/LM8ubC3aOLs>" %}

### Reset Pose

{% embed url="<https://www.youtube.com/watch?v=FKvPJZCNooY&feature=youtu.be>" %}

### Setup IK (WIP in Pro)

{% embed url="<https://youtu.be/E45gX8RsuMI>" %}

Our IK solution for skinned meshes is still early in development. So it might be very glitchy at times. It's available only in [Pro version](/pro).


# Lights

Light your scenes

[Menu](/main-menu) / [Shelf](/tools/shelf) / Tools / Lights

{% embed url="<https://youtu.be/frejWGGpMhU>" %}

There are two light tools: a bulb and a projector.

To change the color of the bulb or a projector, press on the color palette at the top of the, hold and move your hand until you find a color you need.

{% embed url="<https://www.youtube.com/watch?v=U3YRdFrh15o>" %}

### Size of light sources

**Bulb**. Increase the size of the bulb to make its light range larger.

**Projector**. Move the slider on the projector to increase the size of the light beam.

### Animation

Its possible to animate lights and colors - in realtime or keyframe modes. Bulb and projector animate in a same way.

{% embed url="<https://youtu.be/0C6HC9kY014>" %}


# Sounds

Place spatial sound sources on scenes

Sounds are spawned by the [microphone](/tools/microphone) or from them [shelf](/tools/shelf) when [importing audio files](/import/import-sounds).

You can record sounds with the microphone or import them from a [project folder](/projects). You can place sounds around, change the sound distance and volume.

![](/files/-LnOihn0IBhZaQuBb01M)

![](/files/-LnOij_f34xoPm1-J7Pw)

Sounds are synchronized with the [timeline](/tools/timeline) and have their timing represented as clips. So they play when you play the timeline. You can edit the clips.


# Locator

Use an empty object invisible outside of the editor

&#x20;[Menu](/main-menu) / [Shelf](/tools/shelf) / Tools / Locator

Locator is an object that is invisible on [cameras](/scene-tools/camera) and [viewers](/scene-tools/viewpoint). You can connect objects to a locator to use the it as a custom pivot point.

{% embed url="<https://youtu.be/4_RBZ_r-Wlo>" %}

### Lock movement

You can lock the locator's movement and use some other useful options from the [context menu](/context-menu).

![](/files/-MDtqXyTxMzU52RaDIZD)


# Text

Put texts in your scenes

[Menu](/main-menu) / [Shelf](/tools/shelf) / Tools / Text

With Text tool you can add any text to the scene and animate it as well. Also it's possible to lock it, link to objects, duplicate and other options from context menu.&#x20;

{% embed url="<https://www.youtube.com/watch?v=lceuuuBsSZs>" %}

For quick editing there is a settings button on top of the text to call the keyboard.

![](/files/-MD1KfePJl3K8T9AJFxd)


# Environment Presets

Change the environment outlook

[Menu](/main-menu) / [Shelf](/tools/shelf) / Tools / Environment Presets

![](/files/-MD1QvJRPFftUoNsEwjX)

Grab an environment preset from the shelf and release it in the air—it will change the environment around your—color of the sky, sun appearance, and lights on a scene.

![](/files/-MD1RMQrKE2y6hZEcPnh)


# Context Menu

Do contextual things to objects

{% embed url="<https://www.youtube.com/watch?v=zCUzgDq1eX8>" %}

Hover over an object and press & hold the [context button](/interactions#contextual-actions) for a second to open the context menu.

![](/files/-MD0rObVFE4O0jhq3aHW)

Any scene object has the following contextual actions:

#### [Delete](/interactions/delete)

#### [Duplicate](/interactions/duplicate)

#### Rename

Every object has its own name. You can see objects' names in some instances, such as when selecting them on Timeline. Names set automatically but you can always rename an object. When you call “Rename” — a virtual [keyboard](/tools/keyboard) appears that you can use to type a name for the object.

#### [Link to](/interactions/linking-objects)

#### [Set Material](/tools/materializer#material-types)

#### [Export](/export)

#### Additional options&#x20;

You can Switch Layer to [AR](/tools/ar) (only Pro & Enetrprise) and Reset Local rotation


# Inverse Kinematic system

One of the classical tools to animate and control the movement of objects through their position and rotation properties.

&#x20;IK system provides more control over characters and their behavior. It is one of the ways to animate characters, and allows to control the position of the character's limbs at a certain point / position (arms, legs, tails, etc.) while allowing natural behavior from the limb. Just as an example – IK allows to correct the position of the foot on a rough surface, adjust the natural behavior of the hands of a character getting up from the table, etc.

With IK in Tvori there are multiple valid solutions for any given input via controller. For example, once you move a hand palm, an arm and a wrist adjusts their position. So only one bone is manipulated, but the rest of the body is also automatically rigged to it.

{% embed url="<https://youtu.be/HEgkjBW1V5U>" %}

### IK types &#x20;

IK system in Tvori has three modes: **basic IK**, **IK for arms** (with additional logic for the natural behavior of the clavicle), **IK for legs** (with additional logic for controlling the feet).&#x20;

![](/files/-MLhZUCKFjnTUVKaJzqi)

#### **IK: use case**

**IK** (or Simple IK) is a classic animation option, which is utilized for a one controller with 2 bones. This setup might be applied to thumbs, hair and other minor body parts.

![We recommend Simple IK  for modeling the mechanical objects or robot-alike object types](/files/-MLha18gg55h0hXTS0SK)

#### &#x20; **Leg IK: use case**

&#x20;**LegIK** is a more advanced system, compared to the Simple IK, due to usage of the controller with 2 bones manipulation.

<div align="center"><img src="/files/-MLhbuzCQMYuMpTi2OM2" alt=""></div>

![](/files/-MLhcwrj9Zp2anyn9zDp)

&#x20;**Arm IK: use case**

The last but not the least is the new IK setup panel for arms, even though it can be controlled via FK as we mentioned before.&#x20;

&#x20; Moreover, the main difference between ArmIK and both Simple IK and LegIK is an *automatic correction of the clavicle position*. Via 1 controller you are enabled to align all arm bones starting from a clavicle to hand wrist and palms. You can use Arm IK not only on the entire hand, but for the hand wrist, particularly. Besides that, there is an additional controller for shoulders.

![   ArmIK as a convenient tool when you need to freeze a hand position in the space](/files/-MLhe1aEhTWvjV9RTTbo)

![](/files/-MLheQhveK7yIPnAd35M)

### IK controllers modes & animation

&#x20;Tvori has a switching function to the **free editing mode** of the Goal Target or/and default procedural mode, where you're only able to adjust an angle. The Goal Target assists to control and guide character's elbows or knees in a desired direction.

![](/files/-MLhgIuAXk2V1Z9U61Dy)

&#x20;IK controllers  support realtime animation and autokey modes.

{% embed url="<https://youtu.be/7UAgfqwMig4>" %}


# Gizmos

Move, rotate and scale objects more precisely by axises

[Menu](/main-menu) / Activate the gizmos / Select an object

Select an object first and the gizmos should appear on the sides of the object.

In Tvori there are 3 Gizmo modes - Bound, Classic and Rectangular.&#x20;

![](/files/-MSESsXWB8Zh6XcJ1w-v)

###

Moreover it's possible to choose the coordinates system for gizmo operation: Local or World.

![](/files/-MSEWWqyj3blORiRaVQg)

Try out to switch between gizmo modes on the fly with a button on the controller.

![](/files/-MSEYT0hhiPAWQ9NCg70)

### Bound-bazed Gizmos

Switch between Move, Rotate, and Scale Gizmos by hovering over one of the gizmos controls. Wait until the switch pad appears and choose on of the modes on the left or you can use button on the controller as well.

### &#x20;**Classic gizmo mode**

Classic mode provides the control of scale, axis rotation, and intuitive snapping. You are enabled to use all three functions at once! These improvements enhance accuracy and make object's controlling fast and easy.

![](/files/-MSEWzLrJ5ZWVRZ5LfFv)

Moreover, in the Classic gizmo mode there's a new additional function of a proportional scale mode.

![](/files/-MSEX8FG10_Ybg3lEvv9)

### &#x20;Rectangular gizmo mode

This mode will be mostly useful and convenient for working with interfaces and buttons. Besides that, you can modify sizes quickly by using all three axes. We also added a new disproportionate scaling mode to Classic gizmo.

In general, the rectangular mode simplifies the process of scaling objects, which are disproportional along any of the axes or the ones, which are proportional along three axes at once.

![](/files/-MSEXdGp2aMPZ3J1BpZF)


# Snapping

[Menu](/main-menu) / Snapping button

![](/files/-MSDkhwo5ONoacRu6TAq)

Precise selection has always been a crucial part for working in VR. Besides the usual auto snapping to the world grid, which adaptively adjusted the snapping step to our size, thanks to user requests there's now the possibility to customize snapping settings. For example, if you know that your ascetics are multiples of size 10 cm, these settings are definitely worth using. You can set the step you want and arrange objects with snapping to some grid with this step.

&#x20;It's possible to customize settings in every mode - precision control has never been so convenient!

![](/files/-MTLLz3QMht5n5BAJghx)

### **Surface** Snapping mode

Gizmo is good, but what about free-mode snapping when the object is in your hand?

{% embed url="<https://youtu.be/6L6YlBOSg5c>" %}

To do this, we have implemented snapping on surfaces familiar from traditional 3D software, when you can snap an object to the surface of another object and slide over it. This could be done in different ways in VR. With a focus on UI design, where there is often an interface plane, a canvas, an application window, we decided that it would be most useful not to constantly snap to the surface of an object, but to indicate a point on another object with the first click, as the basis for a certain temporary local coordinate system / plane and move the object already in this coordinate system.

![](/files/-MSDlIUxbBSz2hIe93-E)

We also wanted to be able to not only move but rotate, with rotation aligned to the object you are snapping to, and switch between movement and rotation on the fly, like in the first Gizmo mode (Bound based). There is support of snapping to the surface of multiple objects and also additional visual highlighting and indicators for clearer understanding of how exactly the objects will be snapped to each other.

### Grid Snapping

Grid snapping is one of the basic tools for accurately placing objects in space. It helps to arrange objects by hand, but with a snap to a 3D grid and with a rounding of rotation.&#x20;

{% embed url="<https://youtu.be/A6jPml_7iRs>" %}

### &#x20;**Snapping to snap points by gizmo handles**

With any snapping modes activated in gizmo, special snapping points are activated in all available modes when gizmo handles are used. That is why you can make object alignment more accurate and convenient.

![](/files/-MSDnuGkcrE0dJSDMXca)

The next integral part for any design application is a Guid or auto Guid instrument. It allows you to moderate the size and position of a certain object respectively to another one. Hence, it was quite challenging to adapt this function to VR as there is more snapping and rotation freedom.

### &#x20;Alignment & adjustment by handles

{% embed url="<https://youtu.be/F3RFlIUj4D0>" %}

Now you can align and adjust objects relative to other objects with a gizmo by "sticking" a gizmo control of one of the axes to the surface of another object, and then by sliding it around.

![](/files/-MSDoKgkApjQS4HKFhkJ)


# Montage

Create  and montage videos all in Tvori!

With montage option in Timeline tool you can easily rearrange the video cuts from different cameras and playviews into the right order. Crop and set the duration of each clip to make your video perfect! Export the sequence as a 2D video.

Available only in [Pro](https://tvori.co/features)

{% embed url="<https://youtu.be/E_dNQUcCY8o>" %}

### Arrange

Switch setup between cameras & viewers with special pointers.

![](/files/-MMSLeGICy6gURPaydU-)

{% embed url="<https://youtu.be/lJsJhUNJQtE>" %}

### 'End-logic' modes

You can edit [cameras](/scene-tools/camera) & [viewers](/scene-tools/viewpoint) from the [timeline](/tools/timeline#target-cameras-and-viewers) by choosing what to do at the end of a time scope of each camera or viewer—loop, select next in the queue or stop.

![](/files/-MMSLmlz4m156eoJ9dO_)

{% embed url="<https://youtu.be/nfR9h-6RGo0>" %}

### Export the sequence

Rearrange the cameras' icons and set its playback area on timeline, set its mode as "Play Next". For the last camera, you should set the third mode "Pause". To export the entire video sequence, select the first camera and go to the export panel, then to the video section, configure the settings and click the export button.

{% embed url="<https://youtu.be/Wn5CS_3OVQs>" %}


# Projects

Access your scenes, imported & exported files

**Pro Feature**

A project in Tvori is a folder in your system that contains [saves](/saves) and [imported objects](/import). The default project that you start with is located at .../Documents/Tvori.

A newly created project will have those folders:

* Saves — all your saved scenes  &#x20;in a project
* Stuff — where you put your models, images, sounds, and videos

You can create any amount of projects and store them anywhere on your system. Just select an empty folder from the [2D menu](/settings) to create a project.

Also it's possible to [save you current scene as a project](/saves#save-as-project).


# Import

Put [images](/import/import-images), [3D models](/import/import-3d-models), [videos](/import/import-videos), [pdf files](/import/pdf) and [sounds](/import/import-sounds) in Stuff folder of your [project](/projects), such as .../Documents/Tvori/Stuff

<div align="left"><img src="/files/-LnRGntdhlduE1Ktn849" alt=""></div>

You can create sub folders within the stuff folder and put your files there.

Your files will appear on the [import shelf](/tools/shelf#import).

{% embed url="<https://www.youtube.com/watch?v=nH7u_wjKWHI>" %}


# Import Images

| Format                 | Max file size | Max resolution |
| ---------------------- | ------------- | -------------- |
| PNG (semi-transparent) | 100 MB        | 8192x8192      |
| JPG                    | 100 MB        | 8192x8192      |

#### 360 photos

Full, spherical 360 photos use “equirectangular” projection. So to import 360 photos in Tvori you'll need to edit the XMP tags in the Exif data:&#x20;

`exiftool -ProjectionType="equirectangular" photo.jpg`\
`# 'photo.jpg' is the photo you want to tag`

You can use web-based/standalone exif editor or command-line tool (exiftool).


# Import PDF

Tvori now supports import of the PDF files. Use them as static reference sheets or storyboards or animate them just like any other object on scene using both keyframe and real time animation modes.

![](/files/-MPEl4zF20Kb8ldeBdYp)


# Import Videos

| Format | Max resolution |
| ------ | -------------- |
| MP4    | Up to 4K       |
| MOV    | Up to 4K       |
| AVI    | Up to 4K       |
| WMV    | Up to 4K       |
| MPG    | Up to 4K       |

The best suitable video codec is H.264, and a common audio codec format should be AAC.

You can use videos on scenes as references.

{% embed url="<https://www.youtube.com/watch?v=MfMoFop1lOI>" %}

![](/files/-LnR_HCR7j5-ieiy0Rs7)


# Import Sounds

| Format | Max file size |
| ------ | ------------- |
| WAV    | 100 MB        |
| OGG    | 100 MB        |
| MP3    | 100 MB        |


# Import 3D Models

| Format | Max size | Version        | Support                                                                        |
| ------ | -------- | -------------- | ------------------------------------------------------------------------------ |
| OBJ    | 100 MB   | Every version  | Supports everything                                                            |
| FBX    | 100 MB   | 2013 and newer | Materials color (only diffuse), vertex color, normals, groups, skinned meshes. |
| GLTF   | 100 MB   | 2.0            | Materials color (only diffuse), vertex color, normals, groups.                 |

### Texture support in Pro

It's possible to import models with textures only in [Pro](/pro) version. Learn more about [importing models with textures](/import/import-3d-models/models-with-textures).

### Skinned meshes & bones

Learn here about [importing skinned](/import/import-3d-models/import-skinned-meshes).

### Animation import and more

We don't support import of animations, blend shapes, cameras and lights. If you really need it, write us to <hello@tvori.com> and describe why do you need it. We consider to implement animation import at some point but haven't decided on the time frame yet.

### Optimizations

To guarantee high performance with many instances of an imported model on a scene, it should have no more than 2000 triangles. If you model has more and you want to use it a lot on a scene, then we recommend to use optimization tools in others software to cut amount of triangles. Another way to optimize a model is collapse its sub meshes into a single mesh.

### Prepare models in different software

#### [Oculus Medium](https://drive.google.com/a/tvori.co/open?id=1oJypY6Q1EcVtEz2AEQ0R75lMoTjhLtTwrBTrS6_ex08)

#### Tilt Brush

Some strokes won't import in Tvori. We recommend to import your model to Blender and then export to FBX or GLTF.

We don\`t support textures and shaders from TiltBrush, only geometry.

#### [3DsMax](https://docs.google.com/document/d/1Il-s3J5YKIzEWzTg1S7r6tPPOXISEGxvA4equNl3xVs/edit?usp=sharing)

### **OBJ with materials**

OBJ can store the material data in the companion MTL file (Material Template Library).  An OBJ file could reference one or more MTL files (called "material libraries").

Always keep MTLs near your OBJ and don’t rename MTLs because it will cause missing of the material information in your OBJ.

![](https://lh4.googleusercontent.com/16lwnS2jHmK4uqEKH6RzXykYFAzT37ryhWV56GVJL5xckkjpKUnsZ6-XG2QZqGNpvw-tNHRHa23UjGSr2UXBYE6JnXYBnCqGPod7nY8MqHiqFHk-Ao91D-gERR23EOEBGmvaTfSK)


# Models with Textures

**You can import 3D models with textures only in** [**Pro**](/pro).&#x20;

We support only diffuse mapping. No normal and bump mapping for now.

Place your model with textures to the Stuff folder in the [current project](/projects):

<div align="left"><img src="https://lh3.googleusercontent.com/N-P8b0VE77JMeql9NVoCCLO-6Ow4YKX-8VoC26Qv-TVG4kswOCH6xmwDJwOU1Qz01tKnc8NZS4VAgNYsRmSsq7Gra9SIlqnJoQqLOV2G5AGARmqrzdiS1CIHSOBFlVWnZJZHpXcK" alt=""></div>

### **Blender**

#### For FBX,OBJ

<div align="left"><img src="https://lh3.googleusercontent.com/002sQNix2ASsEWfT2hpboawDfLpGeryY_6-4rwnm1mMoWavBEDaX_gxxFtBG05WljDXyIcMaFKNRaQGaQ6aRgoJ_t1H3QC-0z0jnsNha3BVR5WteiclVwV4psId4DUR-6tsvBGN4" alt=""></div>

Set Path Mode = Copy  in export settings

#### **For GLTF**

<div align="left"><img src="https://lh4.googleusercontent.com/eURDYCLS3_BOuSNB9UaYyTUaHRFgRlV42Fe4MBhz01gXYsJWnJwDbxoduA5RvVG-afV3Gz6OpQ8kzAIwY-X1Kgss_ZeAZh2GJCfhuSdod3wQAKyZwqDxDRlXi6BcdBAWoQkjp3Ub" alt=""></div>

### **3ds max & Maya**

<div align="left"><img src="https://lh4.googleusercontent.com/FJWN7UB6QdJrH1EqvwJqd4zkt7JZQRrqWlcEF0DSXnxb1gBcNF7H-11p5v_7rxdrMKvpXspFdW443lsTKQ9VC-ysrrNfv30EQwgMdkyZdYiWOoGvZNsB_ANnSJSBh5s5Q0Axf2WQ" alt=""></div>

Set Embed Media = true in export settings or place textures in folder besides with a model.


# Import Skinned Meshes

Import characters

You can import skinned FBX meshes—which are 3D models with bones. All the bones will be movable and possible to animate in Tvori.&#x20;

[Learn more about the ways of working with skins in Tvori](/scene-tools/skin).

By following the recommendations below you can avoid most of the problems related to importing of skinned meshes in Tvori.

### General recommendations

* Every bone should have a unique name
* Export the model without animation (Tvori doesn’t support import of animations)
* Set model to a T-pose before exporting
* Be sure that the model has max 4 bones per vertex and total bone weight on vertex is normalized to 1.0.
* It's most reliable when the model is made from one piece and has one main root bone
* Rotation of the mesh and main root should be (0,0,0)
* Place models to the center of a scene before export

### Performance recommendations

* Use no more than 50 000 triangles per model (or even 20K to be on a safe side)
* Use no more than 50 bones per model

### 3ds Max

* All bones (especially root bones) should be added to skin modification even if they have 0 weights on vertices.
* Export settings > Advanced options > Axis Conversions > Up axis > Y - up

### Blender

* Use “Normalize All” from Weight Tool for get correct weight normalization for all vertices, i.e. after rigging the model, be sure that on all vertices have max weight is 1.0.

You can normalize it like this:

In weight paint mode, select the Weight Tools panel in the toolbar, and run Normalize All. This clamps total weight on all vertices to 1.0 value.

For Blender 2.79

<div align="left"><img src="https://i.gyazo.com/8f3e0a4360551054f1a48e4a21b645bc.png" alt=""></div>

<div align="left"><img src="https://i.gyazo.com/7b7db2932d2a403e42263ba156b89ec5.png" alt=""></div>

For Blender 2.80

<div align="left"><img src="https://i.gyazo.com/3d6ee9cbdef5a5616bd99eec4fedd844.png" alt=""></div>

![](https://i.gyazo.com/c905951907c4b867060bcf2b0c3346ae.png)

* Be sure about correct scale settings. It should be: Apply Scale: FBX Units Scale

<div align="left"><img src="https://lh6.googleusercontent.com/jJ6SDI-07-C8hIJzaNkB81lW-t5FptRtnrrH7mYQ9kfh2PhAVnWPQUrNXYz_0oIpHQFHMmVdHjbR7jl1di7DFVti2AgJfGH-7ObILgKpyMEkyAE0thDG4LJeTSvJlbgQGTb0VkOl" alt=""></div>

[Blender file example](https://drive.google.com/open?id=19UKqMm5IZQsSygcmfRXA7b9cpHi5Buo2)

### Mixamo

These recommendations will help to avoid some of the problems in the process of importing into Tvori the custom characters from [Mixamo](http://www.mixamo.com/).

#### Mixamo Upload recommendations:

* Use obj format to upload your characters;
* Use symmetry feature while  auto-rigging;

#### Download settings recommendations:

* Pose: Original pose(.fbx). If the character behaviour in Tvori still incorrect, try to use setting T-Pose(.fbx);
* Format: FBX for Unity(.fbx);


# Level of Detail

[Level of detail](https://en.wikipedia.org/wiki/Level_of_detail) (Wikipedia) or LOD involves decreasing the complexity of a 3D model representation as it moves away from the viewer. In short, it makes real-time rendering more performant and will help you to make high-fidelity, optimized scenes in Tvori. For example, you can sculpt something in Medium or Masterpiece, set up LOD for that sculpt and then import it to Tvori—up close that sculpt will be quite detailed but won’t affect the performance as much.

![](https://d33v4339jhl8k0.cloudfront.net/docs/assets/5c067ebd04286304a71cf762/images/5c4b0d63042863543ccc3908/file-axfLRIU8R3.png)

## How to make a model with LOD

Prepare your models > Merge all models in one file with correct naming > Import to Tvori

You should make 2 or more models with different detalization; add \_LOD + number of the LOD at the end of each of your model. **\_LOD0** should have the highest detalization, **\_LOD1** — an average, and **\_LOD2** — the lowest that has only the silhouette of your model.

After that, in your preferred 3D editor, you should place all LOD models to the root of your scene or into one parent object and export it to FBX or OBJ.

Tvori finds all models that ends with \_LOD0, \_LOD1, \_LOD2 and set up them as LODs.

{% embed url="<https://sketchfab.com/3d-models/simple-lods-example-3afc07ec8ef448faa1ca0b726897ae09>" %}

#### Example of a hierarchy

3D Scene:

* Tree\_LOD0 — full detalization
* Tree\_LOD1 — the silhouette and important details
* Tree\_LOD2 — only the silhouette

A typical hierarchy with LODs in Blender:

![](https://lh3.googleusercontent.com/zHkdzuL_bOGm69GcjPkLX6jmYno515Hi3ICAQnJo-R4SdVIUO6JnleBtohTTewRCTC9XNlGgHghKCIyF3bgU5QAK-6pKAF7xFNZKlMGSG37TFlnwEXvYyaNTGVZNEHCs7VZdsh1v)or:![](https://lh6.googleusercontent.com/op1HtYg9pYe-0nDnkLQleQaevsjd84K9O--paEphCKYk3s5u1v8xrP_hQ7bis4xo474KTcIB1tEy5bIRbcL1RqQUqdDerAXIDFO1v1EAJ-v1uHO-SNn6aTfy53OvDGZwsPrQoAHl)

## Preparing LODs

### Oculus Medium

1. Set a correct name for each layer in Medium
2. Export from Oculus Medium with decimation, where Sculpt\_LOD0 has the highest detalization, Sculpt\_LOD1 the average and Sculpt\_LOD2 the lowest (that has the same silhouette of the sculpt but lucks details).

### MasterpieceVR

1. Export with Quality 100/50/25/12.5 to different files in FBX or OBJ(some 3D editors don't supported vertex color for OBJs) formats.
2. Marge thoese models in your prefered 3D editor in one file.

### 3D Editors

3DsMax [documentation](https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-109C880F-181B-4067-91F0-B4EF79639FB3-htm.html), [video](https://www.youtube.com/watch?v=To-dn4PndP4). When export, set "Keep VertexColor" to true.

Maya: [video](https://www.youtube.com/watch?v=-Ztme74jJzE)

Blender: [video](https://www.youtube.com/watch?v=ttU6Gz1W0Xw)

## Test LODs in Unity

![](https://lh4.googleusercontent.com/s89TUd8T2zzh2SpgtuzLrYqUhgrwqkgnW3QPphUhm1V9UOjZGtYFTW959ufFpWk0649fTIT0qtG_EVNUIkchC8b6Ovbqtn8dJ18P_cj9ZBZTcTyYQE9KEhYHGHvKxbIIiEfcKvSV)

If you put your models in a [Unity](https://unity3d.com/) project, it automatically creates an LOD group. We use similar logic and if your models work Unity they should work in Tvori as well.

## The Tvori example project with LODs assets

{% content-ref url="/pages/-LtdI6poyL6RbBMxgt3U" %}
[LODs example project](/tutorials/examples/lods-example-project)
{% endcontent-ref %}


# Export

**Pro Feature**

Things that you export appear in Stuff folder in a [project folder](/projects).

You can export [photos](/export/export-images) & [videos](/export/export-videos) made in Tvori, [models](/export/export-3d-models) with [animations](/export/export-3d-models/export-animations), and [VR experiences](/export/export-vr-experiences) and to [Viewer](/the-viewer).&#x20;

Main export options are in Export panel of Timeline tool.&#x20;

{% embed url="<https://youtu.be/4y2AyAxAytE>" %}

[To export images ](/export/export-images)you need just a [camera ](/scene-tools/camera)from our Tool shelf.&#x20;


# Export Videos

Export videos from cameras

[Menu](/main-menu) / [Timeline](/tools/timeline) / [Export](/tools/timeline#export) / Video

![](/files/-MDDsg2pR3aNX4F1eQtm)

You can export regular 2D videos as well as 360 videos.

Export 360 videos from [360 cameras](/scene-tools/360-camera) the same way as from [regular cameras](/scene-tools/camera).

### 2D videos

MP4 up to 4k and 120 FPS.

### 360 videos

![](/files/-MDDsyViAgzosFqPmqzW)

MP4(h265 and h264) up to 8k and 60 FPS

Mono or stereo.

Tvori adds special metadata, making it possible to upload 360 videos on Youtube, Facebook, and Vimeo


# Export 3D Models

Export individual objects and characters and whole scenes as 3D models in OBJ, FBX, and Alembic. You can export models with and without animations in FBX and Alembic.

In Timeline Export tab there is special table on the right with additional info,  so it's easy to check complexity of the scene.

![](/files/-MMCi4la5xQaBOJq715j)

### FBX specials

**Bake Material** combines materials with the same settings into one, thus preventing multiple generation of the same materials.

**Embedded Media** — the textures used on the models are packaged to fbx file, so there's no need to archive separate texture files into one manually.<br>

### Export selected objects

Also it's possible to export objects directly from context menu:

With animation: [Select objects](/interactions/select-objects) / [Open context menu](/context-menu) / Export / Animation / FBX or Alembic

Without animation: [Select objects](/interactions/select-objects) / [Open context menu](/context-menu) / Export / 3D Models / FBX or Alembic

Learn more about [exporting objects with animations](/export/export-3d-models/export-animations).

You can also [publish static models to Poly](/export/export-3d-models/export-to-poly).


# Export Animations

Export animations in FBX and Alembic

### FBX vs Alembic

| Options        | FBX                                                               | Alembic                         |
| -------------- | ----------------------------------------------------------------- | ------------------------------- |
| Static mesh    | Yes                                                               | Yes                             |
| Skinned Mesh   | Yes                                                               | Baked                           |
| Camera         | Yes (with FOV)                                                    | Yes (with FOV)                  |
| Lights         | Yes (with Type/Color/Intensity/SpotAngle)                         | Only transform(pos./rot./scale) |
| Vertex Color   | Yes                                                               | Yes                             |
| Object Color   | Yes                                                               | Baked to Vertex Color           |
| Material       | Partially (Main Color/Glossiness/Self-Illumination Color/Opacity) | No                              |
| Animation      | Yes                                                               | Yes                             |
| UV coordinates | Yes                                                               | Yes                             |
| Smooth Groups  | Yes                                                               | Yes                             |

### Examples

{% embed url="<https://www.youtube.com/watch?v=IShPjfBl5DU>" %}
Tvori > Export to Alembic with Animation > Rendering in Blender Cycles AND Blast in Maya
{% endembed %}

{% embed url="<https://www.youtube.com/watch?v=UyinV1SoKHg>" %}
Gravity Sketch > Tvori > Export to Alembic with Animation > Final rendering in Marmoset
{% endembed %}


# Export to Poly

[Select objects](/interactions/select-objects) / [Open context menu](/context-menu) / Export / Poly

{% embed url="<https://www.youtube.com/watch?v=dd6LGpJ7W-0>" %}

You will have to authorize under your Google account in order to export to Poly. The authorization window will appear in your browser upon pressing "Export" button.


# Prepare to Unreal Engine and Unity

Important note - we understand that today the steps described below are quite resource and time intensive and we are now working on the mechanism to automatically optimize scenes from Tvori for 3D editors and optimizing them for game engines and mobile platforms.<br>

**Materials.**&#x20;

In Tvori, each object has its own unique material, this is necessary for optimizations and the Materializer Tool, which simplifies the process of painting objects in Tvori, but is poorly compatible with legacy approaches in classic 3D editors. In this regard, a lot of materials are obtained when exporting to FBX. You can bake the material color into Vertex Color in your preferred 3D editor.<br>

**LODs**&#x20;

Most of the standard primitives have additional objects - LODs and they are being exported as well. They can be easily removed in 3D editors by finding objects named LOD1 or LOD2. You do not need to delete LOD0, this is just the LOD with the highest detail.<br>

**Visibility**&#x20;

FBX has functional limitations and now Visibility is not saved in any way when exporting to FBX. We are looking for ways to solve this problem.

Vertex Color Tvori actively uses the color of objects through color recording in Vertex Color. Many basic assets, as well as objects from Google Poly, are colored with Vertex Color. Unfortunately, most basic shaders do not support reading data from Vertex Color by default and your scenes from Tvori in Unity and Unreal will be just gray. To support color from vertices, you need to add support for Vertex Color to your shaders.

## **Prepare to Unity**

In general, scenes from Tvori with animation are imported into Unity in one click. The only thing, given the nuances described above, you can optimize scenes for Unity in 3D editors. For example, bake the colors of the materials in Vertex Color and throw one material overall opaque objects and another over transparent ones. If you do not need LODs in Unity, then remove additional LODs. You can also combine static objects into solid ones and bake puppets into Skinned Mesh, if necessary to optimize your scenes for the number of DrawCalls.<br>

## **Prepare to Unreal**

It’s more challenging with Unreal. Unreal does not know how to import complex scenes with animation as one object entirely. According to Unreal's rules for importing objects with animation, they must be a single SkinnedMesh object with bones, where everything that involves animation must be animated on bones. What can you do about it? In any preferred 3D editor, bake all static objects into one solid object, you can also bake the colors of materials in Vertex Color for optimization and throw common materials by material type (PBR / Unlit / Transparency). All animated objects are baked into a solid Skinned Mesh and the animation is transferred from objects to bones. Unfortunately, not all editors have this functionality, but there are third-party solutions for almost everything. For Blender it is Ossim, for 3DsMax the built-in SkinWarp modifier, for Maya (Skinning Converter for Maya ...?).<br>


# Export Images

Take photos with virtual cameras and access them in a project folder

[Menu](/main-menu) / [Shelf](/tools/shelf) / Tools / Camera & 360 camera / Take photo

{% embed url="<https://www.youtube.com/watch?v=s6hFwQXuM6o>" %}

You can take photos with  regular [cameras](/scene-tools/camera) and [360 cameras](/scene-tools/360-camera). When you take a photo, it instantly saves in a [project folder](/projects) in **Stuff/Photos** as a JPG file.


# Export VR Experiences

[Menu](/main-menu) / [Timeline](/tools/timeline) / [Export](/tools/timeline#export) / VR Experience

Add to you scene ViewPoint tool and be free to export your creation as VR experience!

&#x20;Use Export tab in Timeline tool and select what type of experience you need.

{% embed url="<https://youtu.be/KBZnt1AJ0Rk>" %}

After you export a VR experience a project opens containing an .exe file. Exit Tvori and launch Tvori.exe from that folder. Your experience will load.


# Export to Viewer

To export scenes to [the Viewer](/the-viewer), you need add View Points on the scene and go to [export panel](/tools/timeline/export-panel) on the Timeline and press "Upload".

![](/files/-MKFfRZUgltNXdSuwim9)

{% embed url="<https://youtu.be/MBiL80uHGzY>" %}


# The Viewer

Animated presentations and meetings in VR

{% embed url="<https://youtu.be/dypuBITG3oY>" %}

With the Viewer, you can gather as a team in VR to review and discuss your creations. As a host you can control the presentation: play animations, switch between different scenes, jump from one viewpoint to another.‌

The aim is to quickly share, present, and discuss spatial ideas in VR with as little friction as possible.

![](/files/-MKKW0qRCpUWHMBRCbfY)

The Viewer works on Oculus Quest and PC VR headsets. [Download the Viewer here](https://app.tvori.co/viewer) directly or welcome to our [App Lab page](https://www.oculus.com/experiences/quest/4061130713920469/).

![](/files/-MTeYxt1QIeUi4GVW91v)

### **Plans and limitations**&#x20;

**Tvori Viewer plans:**

**Pro:** up to 5GB of storage space. Up to 6 simultaneous users in a session 3 teams per seat\
**Enterprise:** up to 100GB of storage space. Up to 20 simultaneous users in a session. Unlimited number of teams per seat

The Viewer is an experimental feature. We do not guaranty the reliability of it. Scenes uploaded to the cloud may be deleted at any time.

**Quest has some limitations**, so make sure your are aware of the following restrictions, while exporting from Tvori to Viewer, which also runs on standalone Quest:

1. The cameras cannot be exported.
2. Limitation on the number of light sources.
3. The Toon material is not supported.
4. A video player and pdf files can't be exported.
5. Objects linked to puppet controllers are not exported, i.e. their animation.
6. In the materials the only supported animated parameters are color and opacity. An animation of other parameters is not supported.
7. Lights are fully exported, but will not align to Tvori's lights due to platform limitations.
8. The sound is not exported.
9. Exporting with Bake can cause errors on complex scenes. It's a "WIP".
10. No export of effects: lights, snow, wind, etc.
11. No export of environment presets. The default environment: colorless preset, night, sunset.
12. You should avoid exporting scenes with complex skinnedmesh, a large number of custom puppets and models, and long animation in general

### Create a team

Before starting meetings, create a team and add people by their email addresses. If a person you invite doesn't have an account associated with their email address--the person will get an email with a registration link.

To create a team, go to <https://app.tvori.co/account/createteam>.

![](/files/-MKL9yW1mg_731xBiRw5)

![](/files/-MKLFcC9YmVlvm2ynqsE)

You have to have a special license to create meetings and share content. Reach out to us if you need access to that license: <hello@tvori.co>.

### Change member status (WIP)

You may change status of each individual team member.

Currently there're three different statuses, each featuring different features, functions and access rights. The system is still in development, so this functionality might be expanded or altered in future.

![](/files/-MKLE5DEQWxL2p7H-WD6)

### Share your creations

To export scenes to the Viewer, you need add View Points on the scene and go to [export panel](/tools/timeline/export-panel) on the Timeline and press "Upload".

![](/files/-MKFR52cSoOOXOQUKw9W)

{% embed url="<https://youtu.be/MBiL80uHGzY>" %}

After that, launch the Viewer and select the needed team on the left. Find the scenes you've just exported on the right, under "My scenes". Drag the scenes you want to discuss during the meeting into "Share" button.

You can preview scenes the same way by dragging them onto the "Open" button. Deleting scenes from "My Scenes" or "Shared Scenes" may be performed by dragging them onto "Delete" button.

{% embed url="<https://youtu.be/-BBA1pZR7bI>" %}

### Start meetings

![](/files/-MKKXjza3VYGd7XT_xj3)

Meetings are happening in rooms of your team, where a room is simply a collection of scenes. **You can join any room** and when someone enters a room — you can see and talk with that person even without starting a meeting.&#x20;

![](/files/-MKGt1CriE1KWfTrOwUB)

But if you plan to invite a couple of people to talk in the Viewer—**press "Start Meeting"**. **It makes entering your meeting easier**. When you start a meeting, we send everyone on your team an email inviting you to that meeting. And when they launch the Viewer, they get prompted to join that meeting immediately.

![](/files/-MKLGOHrkmYV0DU23AuL)

### Attend meetings

**If someone has invited you to a meeting in the Viewer**—just launch the Viewer. After authorization, the Viewer will ask you whether you want to join the meeting. Press "Join" and you will get teleported to a needed room.

{% embed url="<https://youtu.be/XZWs1DFIliU>" %}

Alternatively, **you can find a room that has a number at the top**. It means that someone is in the room. If you enter a room that has people inside you will get connected with those people automatically

{% embed url="<https://youtu.be/eO6xsTKCaeo>" %}


# Pro

When you use Tvori inside an organisation

Tvori is still in the beta stage, but we have customers, including people from major entertainment and product companies, who completed their projects using Tvori. That is why we have a special version of Tvori called Pro Beta. Pro has features that the basic version doesn't have. If you work in a company and want to use Tvori, then you have to use Pro. We charge real money for Pro, but don't worry—[you can evaluate Pro Tvori for 14 days!](https://app.tvori.co/subscribe/try) We will charge you only if you see the value of applying Tvori in projects and experiments within your company.

[See features available in Pro](http://tvori.com/features).


# Shortlist with features available only in PRO

**Now available**&#x20;

[Edit cameras & VR viewpoints](https://learn.tvori.co/tools/timeline/montage)

* Edit cameras duration
* Arrange/sorting camera orders
* Export the cameras sequence in one video file

&#x20;[Camera Pro - customize camera optics: lenses, aspect ration, depth of field and more](https://learn.tvori.co/scene-tools/camera#pro-features)

&#x20;[Paint and sculpt with mesh brushes](https://learn.tvori.co/tools/brush#brush-in-pro)

&#x20;[Transit tool—Reuse  objects and characters created in Tvori](https://learn.tvori.co/tools/transit)

&#x20;[Import 3D models with textures](https://learn.tvori.co/import/import-3d-models/models-with-textures)

[Export features](/export)

Special [option](/tools/ar#pro) in the context menu for familiarization with AR

**Support**

Get priority support by email & video calls

Get help with your projects


# FAQ

Frequently asked questions

### **When can I use Tvori Basic from Oculus Home/SteamVR/Viveport?**

Tvori Basic license that we offer on stores is only for personal and non-commercial use outside of organizations. That means that you can install it on your personal machine (not on your company’s computer) and use it for experiments or personal projects.

### When should I switch to Pro Beta?&#xD;

If you use Tvori on your company’s machine, you should go for Pro subscription licenses. The use includes different types of experiments, prototyping, pre-production, preparing of assets, etc.

OR

If you use Tvori on your personal machine but you start generating profit with the help of Tvori.

### **Is there a price difference for Tvori Pro depending on the size of the company or revenue?**

Right now we only have 1 option, which is 1500 USD per year per seat.&#x20;

Later on we might introduce special pricing for indies/freelancers.

### **Is there a difference in features between Basic and Pro?**

Yes, you can check the features and [functionality available for Basic vs Pro on our website](https://tvori.co/features).

### **How should I reach out if I want to report a bug or ask a question?**

There are several ways.

If you see a "problem" sign in Tvori or Tvori crashed, we kindly request you to send us logs for further analysis to this email <hello@tvori.com>.

You can find log files here: C:/Users/USER\_NAME/AppData/LocalLow/Tvori/Tvori/Player.txt

You can also post your questions & bugs reports in [our support group on Facebook](<https://www.facebook.com/groups/TvoriSupport/ >).

### What is the best way to learn Tvori and where can I find the most comprehensive tutorials?&#xD;

We are saying that Tvori allows you to learn as you go, no prior knowledge of 3D content creation is required to get started in Tvori. There are several videos and tips on almost every page of "Learn"  and you can use the search bar to find the information you need.

### Where can I share my works done in Tvori?&#xD;

We welcome and happy to see user’s works and selected pieces.&#x20;

You can post your photos & videos in [our Facebook group](https://www.facebook.com/groups/TvoriSupport/), or use #Tvorium hashtag to mention Tvori in your post on Twitter, Facebook and other medias.

There are a couple of groups where you can post your animations:

* [facebook.com/groups/virtual.animation/](https://www.facebook.com/groups/virtual.animation/)
* [facebook.com/groups/xrartists/](https://www.facebook.com/groups/xrartists/)
* [reddit.com/search/?q=tvori](https://www.reddit.com/search/?q=tvori)&#x20;

### **Will be Tvori available on Oculus Quest?**

We think that the future of VR is closely connected with the new generation of mobile headsets. Mobility and flexibility as well as plug in play set up would accelerate adoption of VR overall.\
Oculus Quest is a great step in that direction. But it’s performance doesn’t allow to run Tvori.

Right now Tvori needs the memory and power of the PC. You can have a complete experience with Tvori on Oculus Rift, Oculus Rift S, HTC Vive, including Vive Pro, WindowsMR headsets.

### Can I import animation into Tvori?&#xD;

You can’t import animation in Tvori, but you can import images, models, videos and sounds.

### Can I export 3D models with animation from Tvori and use in other SW for further editing or rendering?&#xD;

Yes, you can [export](/export) animation in FBX or Alembic files. You can export the whole scene, 3D model with animation, [animation path](/tools/animation-path) from particular camera or viewer.

### Can I import models with textures?&#xD;

Yes, if you use Pro.

### Is there a multi-user mode in Tvori?&#xD;

Right now Tvori is a single-user app. Multi-user is on our long-term roadmap.

### What’s coming next in terms of features?&#xD;

We have our [public roadmap here](https://tvori.co/features#rec125603633).

### If I want some features or services from Tvori, where should I reach out?&#xD;

First of all, we are always happy to get feedback, feel free to send you thoughts, ideas, or comments at <hello@tvori.com>.

If you consider some services, we are ready to discuss this as well. We can do a dedicated support and work with you on your projects. We had a successful experience in consulting, preparing rigs and scenes for a couple of clients who use Tvori. Get in touch with our CEO, Inga—<inga@tvori.com>.

<br>

<br>


# What is Tvori

Tvori is a VR software. With Tvori you can quickly create story prototypes such as animatics and previs, prototype XR apps & games, and even make complete animated films all within Tvori.

{% embed url="<https://www.youtube.com/watch?v=gyGL6x0aPrc&feature=youtu.be>" %}

You can animate in real-time or with keyframes; use the internal library of primitives; import your models, images, and sounds. You can create a VR experience; export 2D & 360 video; export your scene & models with animations.

[Learn more about what you can do in Tvori](https://tvori.co/features).

##

We have a documentation about the new, work in progress [Timeline](https://learn.tvori.co/v/new-timeline/tools/timeline), you can switch to it by choosing new timeline as it shown on the picture below:

![](/files/-M1G8yRQA0lT4y-kEvkY)

Links:\
[Public & Pro](https://learn.tvori.co/)\
[The New Timeline](https://learn.tvori.co/v/new-timeline/)


# Get Started

Get Tvori from [Oculus Store](https://www.oculus.com/experiences/rift/1104933179620125/) or [Steam](https://store.steampowered.com/app/517170).

Tvori works on Oculus Rift, HTC Vive, and Microsoft Mixed Reality.

### Recommended PC

* OS: Windows 10
* Processor: CPU: Intel i5-4590, AMD FX 8350 equivalent or better
* Memory: 16 GB RAM
* Graphics: Nvidia GeForce GTX 1070, AMD Radeon RX Vega 56 equivalent or better
* Storage: 5 GB available space


# Social & Support

You can write to us to <hello@tvori.com> with any questions and proposals.

Read news and announcements [on our blog](http://tvori.co/blog).

Also, find us on:

* Twitter: <https://twitter.com/Tvorium>
* Facebook group: <https://www.facebook.com/groups/TvoriSupport/>
* Youtube: [http://www.youtube.com/c/Tvorium ](<http://www.youtube.com/c/Tvorium >)


# Tutorials

Materials on how to use Tvori

## Onboarding

When you launch Tvori for the first time, you get a tutorial. The purpose of the tutorial is to teach you how to interact with objects, how to animate, how to move on a scene, how to load scenes, and how to use a couple of tools.

## Video Tips in Tvori

When you hover over most of the tools in the [main menu](/master/main-menu) and on the [shelf](/master/tools/shelf) for about a second, you should see video tutorials appearing:&#x20;

{% embed url="<https://www.youtube.com/watch?v=Cm4ySINZ4Qs>" %}

You can [turn off the tips in 2D menu](/master/settings#global-settings).

## Video Tutorial by Sterling Osment

Our powerful user—Sterling Osment created [this video tutorial on the basics and tricks of Tvori](/master/tutorials/sterlings-video-tutorial).

{% embed url="<https://youtu.be/aT5nnFh8DqQ>" %}
The intro video
{% endembed %}

## Caveman.

Workflow how to create character in VR, starting from sculpting in [Oculus Medium](https://www.oculus.com/medium/) then skinning in [Masterpiece Motion](https://www.masterpiecevr.com/motion.html) and then create final rig and animation in [Tvori](http://tvori.com)

{% embed url="<https://youtu.be/7m7xMufpvn8>" %}


# Sterling's Video Tutorial

Video Tutorial by Sterling Osment

{% embed url="<https://www.youtube.com/watch?time_continue=72&v=aT5nnFh8DqQ>" %}

{% embed url="<https://www.youtube.com/watch?v=J5MuZQPBDi0&list=PLpVxpRAn7ZrT39GTaUUKMQxSEB-s7kyYV&index=2>" %}

{% embed url="<https://www.youtube.com/watch?v=CgIdFbo0TjQ&list=PLpVxpRAn7ZrT39GTaUUKMQxSEB-s7kyYV&index=3>" %}

{% embed url="<https://www.youtube.com/watch?v=nC4cb4tZ4m8&list=PLpVxpRAn7ZrT39GTaUUKMQxSEB-s7kyYV&index=4>" %}

{% embed url="<https://www.youtube.com/watch?v=yai97CNYyQw&list=PLpVxpRAn7ZrT39GTaUUKMQxSEB-s7kyYV&index=5>" %}

{% embed url="<https://www.youtube.com/watch?v=2a9zpGklAJ8&list=PLpVxpRAn7ZrT39GTaUUKMQxSEB-s7kyYV&index=6>" %}

{% embed url="<https://www.youtube.com/watch?v=SjWAjlNOMW4&list=PLpVxpRAn7ZrT39GTaUUKMQxSEB-s7kyYV&index=7>" %}

{% embed url="<https://www.youtube.com/watch?v=5ap6_BUXv7s&list=PLpVxpRAn7ZrT39GTaUUKMQxSEB-s7kyYV&index=8>" %}

{% embed url="<https://www.youtube.com/watch?v=MeFgHI14NGc&list=PLpVxpRAn7ZrT39GTaUUKMQxSEB-s7kyYV&index=9>" %}


# Examples

The examples projects


# LODs example project

Project showed how to make scenes with LODs assets. Author Pavel Shalaev

{% embed url="<https://youtu.be/vFYac1p5M5o>" %}

About how to prepare LODs:

{% content-ref url="/pages/-LnC8FLa1EnGlctqdrsL" %}
[Level of Detail](/master/import/import-3d-models/level-of-detail)
{% endcontent-ref %}

Tvori project on GitHab:

{% embed url="<https://github.com/Postergold/Tvori-LODs-example/archive/master.zip>" %}

Pleas download zip then unzip to your disk and set this project in Tvori in [2D Setting Menu](/master/settings)

Whats in project:

* Source models in Oculus Medium format
* Exported FBX with LODs
* Final Tvori scenes with LODs assets and animation


# Interactions

Interact with objects and interfaces in Tvori

The main way to interact with Tvori is through VR motion controllers. We support controllers from Oculus Rift, HTC Vive, and Windows Mixed Reality.

Your VR controller will always have those 4 buttons in Tvori:

* Trigger (blue button)—for grabbing and pressing objects and interfaces
* Grip (green button)—for moving & scaling yourself on a scene
* Yellow button—for opening & closing the menu
* Context button (blue icon)—for selecting objects, teleporting and opening context menus

### Grabbing objects

{% embed url="<https://youtu.be/iogWlbNpTtQ>" %}

To grab an object, stick that blue shining dot on top of your controller inside the object and press and hold the trigger. The object will follow your hand as long as your hold the trigger.

### Moving & scaling yourself

{% embed url="<https://youtu.be/LXblAFG9UWI>" %}

{% embed url="<https://youtu.be/054CXWcCkLs>" %}

{% embed url="<https://youtu.be/_bgNaVTPbik>" %}

To move and scale yourself on a scene press and hold the grip button on a controller. You will notice that moving a controller in space while holding the green button makes the whole scene to move around you.

**Scale**. If you press and hold the green buttons on both controllers and start move controllers closer or apart it makes the whole scene to get smaller or bigger.

**Rotate**. And if you move controllers in a circle while keeping controllers opposite to each other it rotates the scene around you.

### Scaling & rotating with a single hand

{% embed url="<https://www.youtube.com/watch?time_continue=21&v=XZlEdOnTrgQ>" %}

You can also rotate & scale yourself on a scene with a single controller. To scale, hold the grin button and shift/press the stick/touchpad to the left or to the right.

To rotate, make sure that "Rotation with one hand" is unlocked in the [2D menu](/master/settings). When it's unlocked you can rotate yourself with a single controller by just rotating the controller while holding the green button.

### Scaling objects

{% embed url="<https://youtu.be/1p6b85ykVDY>" %}

You can scale any scene object or a tool by holding it with both hands and moving your hands apart to enlarge or close to each other to make it smaller.

{% embed url="<https://youtu.be/838cSHgU_h0>" %}

Alternatively, you can hold an object in a hand and then shift/press stick/touchpad to the left or to the right to change the size of the object.

### Undo & Redo

You can undo every change on a scene: moving objects, adding animations, changing colors, grouping, deleting, etc. Same with the redo. We don’t have a limit on the numbers of actions you can undo or redo.

You can undo and redo from the controllers as well as from the [main menu](/master/main-menu).

#### Oculus Rift

Push the stick to down to undo and up to redo

#### HTC Vive

Swipe to the left to undo and to the right to redo

#### Microsoft Mixed Reality

Push the stick to down to undo and up to redo

### Contextual Actions

Context button switches its icon and purpose depending on the context. For example, when you highlight an object with a controller, the contextual button allows you to [select](/master/interactions/select-objects) an object and open a [context menu](/master/projects/context-menu).


# VR Controllers

### Oculus Rift

![](/files/-Lmy4zc7Pp9QeX_tk-e3)

![](/files/-Lmy56vyTvYv05Aj9ZBt)

### HTC Vive

![](/files/-Lmy5Z-4p2M8XVDXZd7Z)

![](/files/-Lmy5bd-Uhe3mbAtBVAw)

### Microsoft Mixed Reality

![](/files/-Lmy5gJls_q6LAqbIIFk)


# Delete

Learn how to delete

{% embed url="<https://youtu.be/puAKDhzNW7o>" %}

There are three ways of deleting objects: with the [trash bin](/master/tools/trash-bin), throwing away, and through the [context menu](/master/projects/context-menu).

### Delete Keys

{% embed url="<https://www.youtube.com/watch?v=eX3rxYpViZE>" %}

Here's how to delete keyframes from the [timeline](/master/tools/timeline).


# Select Objects

Selecting multiple objects allows you to move, rotate, and scale them together. You can select objects either with the [context button](/master/interactions#contextual-actions) or the [selection sphere](/master/interactions/select-objects#selection-sphere).

{% embed url="<https://www.youtube.com/watch?v=Ef0GFOpvhOY>" %}

When you click the trigger in the empty space—everything gets deselected.

### Selection Sphere

{% embed url="<https://www.youtube.com/watch?v=x5-D2ZBSnGM>" %}


# Duplicate

There are two ways to duplicate / copy an object or a group of objects:

1. Get an object in your hand and press the context button on the controller
2. Open a[ context menu](/master/projects/context-menu) on an object and choose Duplicate

{% embed url="<https://www.youtube.com/watch?v=RB8-jbGK7gg>" %}

### Duplicate animation keys

{% embed url="<https://www.youtube.com/watch?v=dY6Ej3IFNmo>" %}

### Duplication on Vive

![](/files/-Lmy2t1j163-lFDKyX2R)

### Duplicate on Microsoft Mixed Reality

![](/files/-Lmy3-9INRMMi6oeDyrA)


# Link Objects

Learn how to connect objects

{% embed url="<https://www.youtube.com/watch?v=l7zDBZ3Sdck>" %}

To link one object to another, open a [context menu](/master/projects/context-menu), select "Link To", hold onto that button and move a controller to another object you want to connect the original object, and then release the trigger—your objects should be connected now.


# Group

Learn how to put objects in one group

[Select objects](/master/interactions/select-objects) you want to group,[ open the context menu](/master/projects/context-menu) on one of the selected objects, press "Group".

{% embed url="<https://www.youtube.com/watch?v=dvYznUxzLBU>" %}

You can group selected objects from the [main menu](/master/main-menu) as well.

{% embed url="<https://www.youtube.com/watch?v=oklpYBCtlsI>" %}

It's pretty similar to [linking objects together](/master/interactions/linking-objects) except that when you group—the objects become a single piece.


# Snapping

[Menu](/master/main-menu) / Snapping button

{% embed url="<https://www.youtube.com/watch?v=oyB1-gYYX_w&feature=youtu.be>" %}

When it's on, objects that you move snap on a grid. The grid size depends on your scale.

You can align objects relative to each other using snapping.


# Gizmos

Move, rotate and scale objects more precisely by axises

[Menu](/master/main-menu) / Activate the gizmos / Select an object

Move and scale objects in different directions with the Gizmos controls.

{% embed url="<https://www.youtube.com/watch?v=i6GTmfSiAV4>" %}

Also scale objects proportionally.

{% embed url="<https://www.youtube.com/watch?v=dl4ifm2gzZM>" %}

Activate these Gizmos from the [menu](/master/main-menu).

<div align="left"><img src="/files/-LnH3lAv_rR5oD0j6oVI" alt=""></div>

Select an object first and the gizmos should appear on the sides of the object.

Switch between Move, Rotate, and Scale Gizmos by hovering over one of the gizmos controls. Wait until the switch pad appears. Now you can choose what Gizmos to use.


# Main Menu

Access tools, options, and saved scenes through the main menu

{% embed url="<https://www.youtube.com/watch?v=qQ-pVgO9VFU>" %}

Press the yellow button on a controller to open the menu. To close the menu, press that button again. The menu opens near the controller.

![](/files/-LoyYbz1uvOqOpX2PHGG)

Access the [tools](/master/tools) from the menu.

### Buttons on the right side

* [Group](/master/interactions/group)—activates when you have 2+ objects selected
* [Undo & Redo](/master/interactions#undo-and-redo)—undo changes related to scene editing
* [Snapping](/master/interactions/snapping)—aligns objects on a grid when moving
* [Gizmos](/master/interactions/gizmos)—activates movement, scale and rotation controls on objects
* Preview—makes the tools invisible on a scene


# Saves

Where your scenes are

[Menu](/master/main-menu) / Turn the page to the left or to the right

### How to Load

{% embed url="<https://youtu.be/Cb0jXECEpCI>" %}

### How to Save

{% embed url="<https://youtu.be/nXb8MFgDGsI>" %}

If you try to overwrite another saving orb—it will open a dialog menu that asks whether you want to overwrite it.

You can re-save to the same orb that way as well as overwrite old scenes.

### Orbs

![](/files/-LmyrgxpvuDbz3uVE_P6)

Each of that orb contains a scene. You can rename, duplicate, and delete them.&#x20;

A saving orb that contains the scene you’re in is highlighted with a thick blue outline.

There’s always one extra empty sphere at the end. You can use it to create a new scene or save an already created scene to it.

### How to rename saves

Press on the orb and choose “Rename”.&#x20;The [keyboard](/master/tools/keyboard) will appear in front of you. Type the new name and press Enter on the keyboard.

### How to delete saves

Press on the orb and choose "Delete".

### Save files&#xD; in project folder

Your save files are stored in a [project](/master/projects) under “Saves” directory in “.tvori” format. You can freely rename, duplicate, and delete them from that folder.


# 2D Menu

Access the main settings

![](/files/-Ln9ASFdz8OJSNI-aA11)

To open the 2D menu, click with the mouse on the top left hamburger icon.

### Project path

Open or create a [project folder](/master/projects).

### Global settings

Access settings for all projects in Tvori.

**Tunnel vision**

Turn on & off the tunnel vision. This should prevent the motion sickness when navigating and rotating on a scene.

**Video Tips**

Turn on & off help tips that appear when you hover over some tools for a second.

**Rotation with one hand**

Turn on & off rotation with a single controller. You can also switch it with a button on you controller that appears when you're holding a grip button.

### Project settings

Access settings for your current project.

**Ambient Occlusion**

Turn on & off the global self shadow on objects. [Lean more about Ambient Occlusion](https://en.wikipedia.org/wiki/Ambient_occlusion) on Wikipedia.

**Gamma**

You can adjust it for color correction. For example, if you want to use models made in Quill, you should set Gamma to 1.6.


# Tools

Tools that stay at the same distance and size relative to you no matter your actual position or scale on a scene. They follow you around so you can use them anywhere.

Find the workspace tools in the [main menu](/master/main-menu).

For example, the [shelf](/master/tools/shelf) and the [timeline](/master/tools/timeline) are workspace tools.


# Shelf

Get props, puppets and tools; import 3D models, images, sounds, and videos using the shelf

[Menu](/master/main-menu) / Shelf

{% embed url="<https://www.youtube.com/watch?v=0kIaSHfT--g>" %}

You can find rectangular buttons with icons on the sides of the shelf. The buttons represent different packs of objects and tools. If you press on one of them it will be opened with multiple objects spawned on the top of the shelf. To get an object—just grab it out of and place on a scene.

### Packs

The shelf has a number of packs that contain different objects to use: primitives, the [puppet](/master/scene-tools/puppet), and [tools](/master/scene-tools).

### Import

{% embed url="<https://www.youtube.com/watch?v=uz03z6RWd6o>" %}

You can [import your own 3D models, images, sounds, and videos](/master/import). To import, find your [project folder](/master/projects): **.../Documents/Tvori/Stuff/** on Windows and put your files there. Then go to Tvori, open the shelf and press Import button to find your files there on the top of the shelf.

![](/files/-LmytO1y4lPxZbaV7owk)

###


# Poly

Get models from the Google Poly library

[Menu](/master/main-menu) / [Shelf](/master/tools/shelf) / Poly button

{% embed url="<https://www.youtube.com/watch?v=6I1pE4Il4RM>" %}

It's an integration with [Google Poly](https://poly.google.com/). Aside from importing, you can [export back to Poly](/master/export/export-3d-models/export-to-poly).

<div align="left"><img src="/files/-LnH7MDgRvx6_FMPuElg" alt=""></div>

### How to search

Press Looking Glass icon to search for objects.

Press on a filter icon to filter objects by a category.

<div align="left"><img src="/files/-LnH7wsBdWKk1oIoA5T_" alt=""></div>


# Timeline

Play & animate

[Menu](/master/main-menu) / Timeline

Use the timeline to animate anything and playback animations.

{% embed url="<https://youtu.be/bP_RY3letQg>" %}

### Real-time Animation

[Menu](/master/main-menu) / Timeline / Animation Mode Switch / Real-time

{% embed url="<https://youtu.be/pMD_wAN3u-A>" %}

{% embed url="<https://www.youtube.com/watch?v=ctJgtAnIYWE>" %}

When you’re holding an object while the recording mode is on—every movement of that object will be recorded in time; the timeline is playing along while you’re holding the object. As soon as you release the object—the timeline pauses.

Make sure that the real-time animation mode is turned on:

<div align="left"><img src="/files/-LnC0gg6_ao8dPEbXqow" alt="Hover over the recording button"></div>

<div align="left"><img src="/files/-LnC0k3onxRygq-ShIKJ" alt="Turn on the real-time animation mode"></div>

### Keyframe Animation

[Menu](/master/main-menu) / Timeline / Animation Mode Switch / Keyframe

{% embed url="<https://youtu.be/pXFDY6W7wkw>" %}

{% embed url="<https://www.youtube.com/watch?v=6nYwcoV4xTM>" %}

When you grab and release an object in the recording mode—the object gets a key on the timeline at the current time. The key is keeping information about position, rotation, and scale of the object at that time.

### Set keys to all body parts

{% embed url="<https://youtu.be/9SusZl1SJ3s>" %}

Use a mode called "Snapshot" so set keys to all body parts in a puppet.

### Duration

You can change duration of the timeline by grabbing and moving the duration control on the far right of the timeline.

### Tweens / Interpolations

You can set how an object is transitioning between given keys:

{% embed url="<https://www.youtube.com/watch?v=KsTkD2Vrp6s>" %}

### Animation Tracks

Select an object to see its animation tracks.

![](/files/-LnC20iRknOIOYibm5uZ)

![](/files/-LnC27WOcMv3qEnSMqj9)

The blue boxes that are placed on tracks are animation clips & keys. Tracks and clips represent the time and duration of animated parameters, such as position of an object. On the left of each track, you can see an object name and a type of a track.

Most of tracks you will be working with will represent the position, rotation, and scale of an object.

When you’re recording an object in real-time, it will have a long, solid clip of an animation. Under the hood, it has a lot of keys inside that sometimes could be seen if you zoom the Timeline close enough.

### How to Delete Keys

{% embed url="<https://youtu.be/eX3rxYpViZE>" %}

### Duplication of keys

{% embed url="<https://www.youtube.com/watch?v=dY6Ej3IFNmo>" %}

Learn more [about duplication here](/master/interactions/duplicate).

### Timeline screen

The screen shows you the currently active camera or a play area. It allows you to reference a scene from a certain point of view and playback animations looking on them from cameras.

### Target cameras & viewers

<div align="left"><img src="/files/-LnC3N41llYdFxyMkCFT" alt=""></div>

Click on tabs to switch between target [cameras](/master/scene-tools/camera) and [viewers](/master/scene-tools/viewer) of the timeline.

You can also [montage cameras and viewers](/master/tools/timeline/montage).

### Teleport to cameras and viewers

{% embed url="<https://youtu.be/qawgQF1A8vY>" %}

You can teleport to any camera and viewer on a scene by selecting "Teleport" in the context menu.

### Scrub the timeline from the controller

Scrub the timeline by holding the Play button and moving the controllers left and right.

{% embed url="<https://www.youtube.com/watch?v=N2Kq3BSxRns>" %}

### Export

<div align="left"><img src="/files/-LnC3iwqC35QghlCK39C" alt=""></div>

Press on this button to export [videos](/master/export/export-videos), [VR experiences](/master/export/export-vr-experiences), and [3D models](/master/export/export-3d-models) with animations.

![](/files/-LnC4Pof7DvQaIQl4vFL)


# Montage

Edit cameras & viewers

Available in [Pro](/master/pro) only.

{% embed url="<https://youtu.be/cg2RhL62MyI>" %}

You can edit [cameras](/master/scene-tools/camera) & [viewers](/master/scene-tools/viewer) from the [timeline](/master/tools/timeline#target-cameras-and-viewers) by choosing what to do at the end of a time scope of each camera or viewer—loop, select next in the queue or stop.

### Arrange

{% embed url="<https://youtu.be/79tckFCtziE>" %}

You can also arrange cameras and viewers.

### Export the sequence

{% embed url="<https://www.youtube.com/watch?v=hBFVZ2rz8IU>" %}


# Animation Path

It shows you a trajectory of a selected object

[Select](/master/interactions/select-objects) an animated object to see its animation path.

{% embed url="<https://youtu.be/JyI0RcZp_Ho>" %}

You can edit the position and rotation of the animated object by moving the controls of the path. Animation path is a [Bézier curve](https://en.wikipedia.org/wiki/B%C3%A9zier_curve).




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