Using the file selector on the left, choose the directory where you want to save the sculpt, see Image 1.
- Medium User Guide
- Introduction
- Sculpting in Medium
- Medium Settings
- Work with the scene graph
Learn the basics of the Medium Control Panel.
The Control Panel includes options to access frequently during a sculpting session:
- Load, save, import, and export your work.
- Set up capture of photos, video, or full VR sessions.
- Share your work to your Oculus home page.
- Initiate a Studio Share session.
- Review notifications about Medium.
- Set user preferences.
- Exit Medium
To open the Control Panel, press the yellow Control Panel button on the Support hand. Each of the options on the menu is described.
File
The options within File are:
New
Creates a new scene.
Save
If you loaded your sculpt from disk, Save option resaves your work under the last specified filename, in the same directory. However, if this is the first time you’re saving, the Save Sculpt panel opens:
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Select the Untitled bar at the bottom of the panel and enter a name for the sculpt on the keyboard, see Image 2.
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Medium inserts the name “Untitled”, but you can modify the filename as you see fit:
- Use either hand to point at keys on the keyboard.
- Squeeze the trigger on either hand to select (“press”) a key.
You can position the cursor by pointing and squeezing at a location inside the filename, or use any of the special keys on the keyboard:
- Arrow - deletes a character.
- Clear - clears the entire name.
- Enter - saves your sculpt with the specified filename.
- +1 - increments the last digit in the filename. If the filename does not end in a number, a “1” is added (and can be incremented by repeating the gesture).
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Select Save in the lower right corner of the Save Sculpt panel.
Once you’ve saved your work (or if you’re working on previous sculpt that you’ve loaded into Medium), the Quick Save option saves the sculpt with the previously specified filename in its original directory.
The Quick Save option overwrites your previous work; earlier versions are not preserved. If you want to save a new version, use the Save As command.
Save As...
Saves your current scene, prompting for a filename before saving.
Load
Loads a previously saved sculpt from your local file system. When you choose Load, the Load Sculpt panel opens:
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Using the file selector on the left, choose the directory where the sculpt was previously saved.
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Point your Tool hand at the sculpt you want to load and squeeze the Tool hand trigger. Additional information about the sculpt is displayed to the right of the preview panel, see Image 1.
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Point your Tool hand at the [Load] button in the lower right corner of the panel and squeeze the Tool hand trigger to load the sculpt, see Image 2.
Warning: Loading a sculpt using the Load command will wipe out your current scene. Make sure you save your work before loading over your current scene. You cannot undo a scene load.
Add Mesh as Clay...
Loads a .fbx or .obj file from your local file system into Medium as clay. When you choose Add Mesh as Clay, the added mesh appears in addition to your existing sculpt. (You have the op on when adding to specify that the imported mesh should appear as a new layer).
When you choose Add Mesh as Clay, the Add Mesh panel opens. To load a mesh as clay:
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Using the file selector on the left, choose the directory containing the mesh.
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Point your Tool hand at the mesh you want to load and squeeze the Tool hand trigger. Additional information about the mesh is displayed to the right of the preview panel, see Image 1.
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Point your Tool hand at the [Add] button in the lower right corner of the panel and squeeze the Tool hand trigger, see Image 2.
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On the dialog that appears, tell Medium how you want to import the mesh.
- Layer Fill: Manage the resolution at which the sculpt is imported.
- Split Mesh Into Separate Layers: If the object you are importing consists of multiple objects, choose this option to load each as a separate layer.
Add Sculpt...
Loads an existing Medium sculpt into your current sculpting session. Importing a sculpt will bring over all layers, meshes, images, lights, and transform nodes under a new transform parent that is named after the imported file.
When you choose Add Sculpt, the Add Sculpt panel opens. To load a sculpt to your scene:
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Using the file selector on the left, choose the directory containing the sculpt, see Image 1.
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Point your Tool hand at the sculpt you want to load and squeeze the Tool hand trigger. Additional information about the sculpt is displayed to the right of the preview panel, see Image 2.
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Point your Tool hand at the [Import] button in the lower right corner of the panel and squeeze the Tool hand trigger, see Image 3.
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The sculpt is added to the scene and Scene Graph, see Image 4.
Export
Exports the current scene to your local file system in a non-Medium format (such as .obj or .fbx). In this section, you’ll learn:
- How to export your sculpt.
- How the settings on the export menu affect your output.
- What gets exported.
- Where files are saved.
After you’ve created your perfect sculpt, you may want to export it, either to move it along in your production pipeline, or perhaps for 3D printing.
To export your sculpt:
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Tap the Control Panel button on your Support hand.
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Select File > Export to open the Export menu.
Use the Export menu to specify details about what to include with your export.
Triangle Count: Initially, this shows the number of triangles that the current sculpt would generate when exported as a mesh. You can optionally reduce the number of triangles to export:
- Select one of the presets (0.1, 1.0, 10.0 or 100.0) to perform a shortcut percentage decimation.
- Drag the handle on the slider left and right to select a specific number of triangles.
You can use either option (or a combination of both) to reach your target number of triangles for export.
Presets: The preset buttons will change all the export settings to suggested settings for common use-cases like Real-Time or 3D printing. This is a good starting point and you can customize the parameters afterwards.
Color Data: You have two different ways to exported color information with your sculpt:
- Vertex color - a color value is assigned to each vertex on the exported mesh. No image files are generated when exporting a sculpt using vertex color.
- Textures - the mesh is “unfolded” onto a 2D image; the color information for each triangle on the sculpt is represented by a small piece of a texture map (image file). If you choose Textures, the menu expands to show more options (see Exporting Texture Information below).
Output File Format
Select the output file format option needed for your pipeline:
- .obj
- .fbx
What's Exported and Where is it Saved?
By default, all files, include meshes and textures, are saved in the following folder of your Medium library:
C:\Users\<username>\Documents\Medium\Exports\<username>
However, you are free to navigate to a different location (including your favorites) using the file selector to save your exported content anywhere on your computer's local filing system.
Exporting Texture Information
Texture Size: If you include textures as part of your export, you can optionally set the size of the exported image. Keep in mind to use a large enough image to support the number of triangles in your mesh. Using a texture map that is too small can cause a loss of texture detail in your export.
However, if your production pipeline dictates that a given object can only carry texture data of a certain size, you can use the presets (256, 512, 1024, 2048, 4096, and 8192) to export a map of those dimensions. For example, selecting 1024 exports a texture map 1024 pixels wide x 1024 pixels tall.
To export full texture data, deselect any of the presets.
Normal Map Space
Select the normal mapping option needed for your pipeline:
- Object
- Tangent
Texture File Format
Select the file format option needed for your pipeline:
- .tga
- .png
PNG files save normal maps at a higher fidelity than TGA files. (PNG normal maps use 16 bits / channel, which avoids banding. Medium supports TGA normal maps for broad compatibility, but they use only 8 bits / channel.)
Capture
How to Take Photos of Your Work
You can take photos to share your progress with someone who’s reviewing your work, or to post for your friends on social media. You’ll want to select the point of view for the camera, and you’ll be able to preview what your picture will look like in a rectangular viewfinder.
Starting the Camera
To start your camera:
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Tap the Control Panel button on your Support hand.
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Select Capture > Photo.
The Capture menu opens next to your Support hand and stays there as long as you’re capturing. A viewfinder also opens, attached to your Support hand by default. (You can also attach the camera to your avatar’s head or position it at a specific place in the scene, as described below).
There are two ways to take a photo:
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Press the Support hand trigger to take a photo.
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Point your Tool hand at the camera icon at the bottom of the photo menu and squeeze the trigger.
FOV
Drag the handle on the Field of Vision slider to adjust the focal length of your camera’s lens. This is similar to zooming in and out with an adjustable camera lens.
Extreme settings can add curvature to your photos (just like a real camera lens). A value of around 50 corresponds roughly to a ‘natural’ human view.
Positioning the Camera
Select one of the following POVs:
- Hand: attaches the camera to your Support hand. The viewfinder follows the position of your Support hand and you can preview the photo in the viewfinder.
- Head: attaches the camera to your head, and shows a preview of the photo in a small rectangle attached to the upper right corner of the photo menu. You take photos from your avatar’s point of view.
- World: positions the camera at a specific static location in your scene (a good option if you want to take photos of several consecutive steps from the same angle).
- Transform Manipulator: to change the location of the camera in World mode, select the manipulator tool (next to the world icon). With this option selected, squeeze the Support hand trigger to move the viewfinder instead of your sculpt.
What’s Saved and Where?
Photos are saved as .png files in the following directory:
C:\Users\<username>\Documents\Medium\Photos\<username>
How to Record a Video of Your Work
You can take videos to show how a specific sculpting technique, or to post for your friends on social media. You’ll want to select the point of view for the camera, and you’ll be able to preview what your picture will look like in a rectangular viewfinder.
Starting the Camera
To start your camera:
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Tap the Control Panel button on your Support hand.
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Select Capture > Video.
The Capture menu opens over your Support hand and stays there as long as you’re capturing.
A viewfinder also opens, attached to your Support hand by default. (You can also attach the camera to your avatar’s head or position it at a specific place in the scene, as described below).
To take a video:
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Point your Tool hand at the start icon at the bottom of the Capture menu and squeeze to start recording.
FOV (Field of View)
Drag the handle on the Field of View slider to adjust the focal length of your camera’s lens. This is similar to zooming in and out with an adjustable camera lens.
Extreme settings can add curvature to your photos (just like a real camera lens).
Positioning the Camera
Select one of the following points of view (POVs):
- Hand: attaches the camera to your Support hand. The viewfinder follows the position of your Support hand and you can preview the photo in the viewfinder.
- Head: attaches the camera to your head, and shows a preview of the photo in a small rectangle attached to the upper right corner of the photo menu. You take photos from your avatar’s point of view.
- World: positions the camera at a specific static location in your scene (a good option if you want to take photos of several consecutive steps from the same angle).
- Transform Manipulator: to change the location of the camera in World mode, select the manipulator tool (next to the world icon). With this option selected, squeeze the Support hand grip button to reposition the viewfinder (instead of moving your sculpt).
Desktop Preview
If Desktop Preview is on, the capture view will display in the Desktop Preview Window. This is useful if you are giving a live demo/presentation and you want a camera that doesn’t move with your head, or if you want to capture or stream from your desktop instead of VR.
Stop Recording and Exit
- To stop recording, select the stop icon at the bottom of the capture menu.
- To exit from capture mode, select the X on the upper left corner of the capture menu.
What’s Saved and Where?
Videos are saved as .mp4 files in the following folder:
C:\Users\<username>\Documents\Medium\Videos\<user>
How to Playback a Video
You can load videos view them right alongside your current work and view them from any angle. To load a video or VR session:
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Tap the Control Panel button on the Support hand.
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Select Playback.
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Navigate to the directory containing the video.
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Select a video by squeezing the Tool hand trigger. An additional information appears to the right of the preview panel and choose any of the following:
- Play: starts the playback.
- Delete: deletes the item.
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Select Play to start the playback. It appears in a panel that can be placed anywhere in your scene (select the manipulate icon at the far right of the playback menu).
- Pause the session.
- Stop.
- Replay.
- Change playback speed.
- Manipulator (lets you reposition the video quad in your scene).
To reposition the video playback screen:
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Select the manipulator icon (the rightmost playback menu).
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Squeeze the grip button on the Support hand and reposition the content so you have a better view, then release the grip button.
Videos will pause if you remove your headset, so you can take a break and then pick up where you left off.
Share
Use the Share option in the Control Panel to share your work to any of the following locations:
- Oculus Home — share your sculpt as an object you can place in your Oculus home.
Share Sculpt to Home…
The Share to Home option generates an object that you can place in your Oculus Home environment. In the Share to Home dialog, you’ll see a 3D preview of your object, along with its title (if you’ve previously named the sculpt. You can also click the ellipsis (“...”) if you want to change the name before exporting:
Detail: Depending on the type of object you’re sending to your Oculus Home, choose either Low or High level of detail. For common objects like a ball or a coffee mug, choose Low, but for characters choose High. You can set the relative size for your sculpt by editing the Export Origin in the Scene Graph.
Inside Oculus Home, you’ll find your exported objects in the My Objects folder on the objects menu.
Studio Share
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Press the Control Panel button.
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Select the Studio Share icon to see a list of your friends who are currently online with Oculus, see Image 1.
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Select one of your friends to start a Studio Share session. After you select a friend, an invitation is sent, see Image 2:
If the friend accepts the invitation, their avatar appears in Medium.
Accepting a Studio Share Invitation
If you are online with Oculus, and a friend sends you an invitation to Studio Share, a tone is heard on your headset:
- Accept the invitation:if you want to enter a Studio Share session.
- Ignore the invitation: if you’re busy and don’t want to Studio Share at the moment.
Once you accept the invitation, you can begin working together.
Working Together in a Studio Share Session
Once you have sent an invitation and your friend has accepted, you’ll see both avatars in your scene. You can talk to each other, move around each other’s sculpts, and work in a highly communal fashion.
While you can sculpt simultaneously, you can’t sculpt on each other’s work.
Notifications and User Preferences
Notifications: Opens the Notifications panel, where you can read important messages from the Medium team.
User Preferences: Defines some basic behaviors of Medium.
User Preferences options
- Tool Tips: Shows Tool Tips when you hover over a menu option in Medium.
- Application sounds: Enables sounds for actions in Medium.
- Controller vibration: Vibrates the controllers to alert the artist to certain events (such as a successful save).
- Avatar Hands: Displays your Oculus Avatar hands in the scene. If not selected, only the tools are displayed.
- Setting Handedness: Defines which hand is your Tool hand. Most users select their dominant hand (so if you are right handed, select the right).
- Double Press Speed: Some actions (such as opening the Settings menu) are enabled with the double tap of a button. This sets the maximum time in which two quick taps are recognized as a double tap gesture. If you are double tapping on a button but not seeing the expected menu, you may want to increase this value:
- Use a lower value if you’re quick on the draw.
- Use a higher value if you work at a more relaxed pace.
Tutorial, Credits, and Exit Medium
Tutorial: Select this option to initiate the Introduction tutorial videos. A Playback UI appears on your Support Hand to pause/play and also advance to the next or previous video. Closing the playback UI to close the tutorials.
Credits: view who worked on Medium.
Exit Medium
- Press the yellow Control Panel button on the Support hand.
- Select Exit Medium.
- Select the check button to exit, or the X button if you change your mind.
What's Next?
Now that you have learned about the Control Panel in Medium, check out Button Mappings and Shortcuts next.
Have a Question or Idea?
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