THE INSERT TAB

 

1
Insert Primitives
These buttons will insert a collision primitive object into the scene. By default, a newly created primitive has dimensions of 1x1x1 meter. (excepting capsules, which are 2m in length)
2
Load Collision Mesh

By selecting a model file from the treeview below (number 9) and pressing this button, you will insert a new mesh collision primitive.

You need to select a model file in the treeview (9) for this to work.

3
Model-> self-hull

If you select a model in the editor scene and press this button, it will create an exact collision mesh duplication, and then combine both objects into a single actor. It is the lazy man's best friend.

This button will only be active if a model is selected in the main viewport.

4
Currently only dynamic convex meshes are supported, so do not worry about this setting.
5
Convex Subdivisions

If this box is un-checked, then when you create a convex mesh collision primitive from a model, it will always create a single convex hull.

If this box is checked then a mesh hull will be created out of many convex hulls, creating a near-perfect accurate collision volume. This setting is very powerful, and allows the equivalent of dynamic concave triangle mesh collision.

6
Advanced mesh settings

If you are using convex mesh subdivision, then the advanced tab will open a toolbar allowing manual control over the detail and accuracy levels.

This toolbar is covered in depth HERE

7
ROOT
This button changes the scene's root path. It is important, as it determines where all the scene's model files can be found. A model can only be loaded from within the root path, or from directories within it. See Basic Collision Tutorial for more information on this.
8
Shows your current root path.
9
File System treeview
Once your root path is set, all of your art assets you need for the scene should be found in here.
12
Z up-axis
Scythe by default uses the Y-axis as the vertical axis. If your game has a Z up-axis you can check this box so that all your models are loaded standing up. Note you will also need to tick the Z-up axis box in the environment options too, when you save your scene.
13
Insert
Inserts the model selected in the treeview into the scene.
10
Refresh
Refreshes the list of files in the treeview
11
Change
If you wish to change a model in the editor to a different one without affecting your changes, select it in the editor, select the new model file in the treeview, and then press this button.