Node Copied to Clipboard!

Operating Procedures to Know Before you Start

Modest3D is used to create 3D scenarios without needing prior knowledge of programming or 3D design. To get started, there are a few simple operating procedures that you should familiarize yourself with prior to starting.

1) Drag-and-Drop items into the Storyboarder

Modest 3D is built to let users quickly drag items into the Storyboarder. All items in the Editor, Assets, Scene and Templates tabs can be dragged into the Storyboarder and assigned interactivity.

Note: In Order to Drag Items from the editor, the DRAG button must be enabled.

2) Nodes Need to be Connected

The Storyboarder works by linking Nodes of different types into a logical path. These nodes are connected by lines, which help show you the flow of your scenario. There are three kinds of lines:

  • Execution: The execution line shows you the flow of the program, starting from Begin.
  • Modifications: Modification lines come from dereferencing nodes from each other in order to modify them in some way.
  • Arguments: Argument lines connect values to node parameters.

3) Interactivity is assigned by left-clicking the bottom handle of a node

For example, if you have a scene object that you want to animate you would drop the object into the Storyboarder, click the bottom handle, type the name of the node and select Animate. You can also do this by dragging down the bottom handle, letting go, and typing in the node you want.

4) You need to Simulate to activate the Node you are on.

Simulating can be accomplished several ways:

  • Pressing the Simulate button in the The Ribbon
  • Pressing the small Simulate button in the top right corner of the storyboard
  • Right-clicking the node:
    • Pressing Simulate at the top of the context menu defaults to simulating from the beginning
    • Mousing over Simulate gives two more options:
      • From Beginning simulates from the beginning of the scenario.
      • From Current simulates from the selected node.
  • With a node selected you can also click the yellow band at the top of the properties panel to see instant feedback on your changes.

5) The Player is Fully Interactive

If you press the Play button on the sidebar, the lesson is played from the beginning, with interactivity. This is helpful, as most 3D scenarios have user input, and it’s nice to be able to test it in real time.

6) Nodes Highlight in Dark Blue to Indicate Which Node the Player is Executing

This lets you track in real time, while testing, where you are in the program.

7) Nodes Highlight in Black to Indicate Which Node is Selected

Always make sure you're editing the correct node by checking the correct node is highlighted in black.

You can see the properties of the node that is selected in the properties panel.

8) Gizmos Can Be Used to Position and Rotate and Resize Objects

After double clicking the setup node you can select the object you wish to transform in the setup window. Gizmos will appear in the Editor Window.

Each Gizmo has three different coloured axes to represent the different dimensions in the 3D space. They are also represented by a 3D Vector that can be edited in the properties panel of the object as (x,y,z) values.


With the position icon selected, as shown in the above picture, you can use the arrows to move the object along its respective axis. Simply click and drag the arrow along its axis.

You can move the object along two axes at the same time by clicking and dragging the colored squares that are between every pair of axes.

The squares will move the object along all axes except the one associated with the color of the square:

  • Red Square: moves object along Y and Z axes
  • Blue Square: moves object along Y and X axes
  • Green Square: moves object along the X and Z axes

In the top left corner of the Editor window you can use the drop down menu to switch between local or global positioning.


To Rotate your object select the rotation icon as shown above. Click and drag straight along the axis.

There is a menu in the top left corner of the Editor window when the rotation icon is active. Here you can change the Global/Local rotation, to rotate around the pivot point or center, and enable snap which will snap your rotations to an even degree.


With the scale Icon selected you can change the size of the object.

With the Uniform checkbox enabled in the top left corner of the Editor window you can scale the object in all three dimensions by the same amount. When uniform scaling is disabled, you can expand the object along a single axis at a time.

9.) Graphing and Ungraphing Parameters

Graphing Parameters

Sometimes we may want to insert variables or models as values to the properties of a node. The way we get a property to appear on a node as a parameter is called ungraphing.

Say we have a waitForAnyClick node with a Branch node attached and when the sphere is clicked we want to animate it. If anything else is clicked, we want a wrong answer message to pop up. For this we would need to use the else property. The Branch does not include this property as a parameter by default so you must ungraph it from the properties panel.

Click on the branch node and ungraph the else property by clicking the x in the same line as it.

Else will now show up on the Branch node as a parameter.

Connect your message box as the else argument and you will have the desired behaviour.

Ungraphing Parameters

To ungraph a parameter fill it with a constant value of appropriate type.

Right-click on the parameter and click update parameters.

The parameter should then be sent back to the properties panel and no longer be on the node.

10.) Deleting Models/Objects

Modest3D Editor allows the user to delete models out of their existing lesson. Whether it's for clean up or organization purposes.

Simply select the model name in your Assets Pane and hit delete in your keyboard or right-click and select delete.

A confirmation window will appear. Hit Delete to permanently delete the model.

Note: Deleting a model is Irreversible.