Getting Started
The EVOVA Advanced Editor edits 3D splat (Gaussian Splatting) content directly in the browser. This chapter covers your first visit, the layout, and the editing modes.
Opening the editor
- From the library, choose Edit on an item, or open
/editor/itemIDdirectly. - Opening
/editorwithout an item gives you an empty editor. Drop a local 3D file onto it and start editing without logging in (login is only needed to save). - Supported formats: PLY, compressed PLY, .splat, .ksplat, SOG, SPZ (plus EVOVA's own msplat)
Layout
- ① Top bar — mode switch, grid, split view, save, edit history (clock icon), shortcut list (keyboard icon). The point/ring toggles appear only in Splat edit mode
- ② Viewport — the 3D view. Controls are in Viewport controls below
- ③ Left sidebar — Scene · Outliner · Input checker tabs → Left sidebar below
- ④ Right sidebar — the active mode's property tabs
- ⑤ Timeline — camera and shape-key keyframe animation → Timeline and Animation chapter
Left sidebar
Three icons on the left edge switch tabs. The same tabs are available in every editing mode, and the panel can be folded away.
Scene
Settings for the working viewport itself. Some are separate from the style that gets published to the viewer.
- Camera mode · Projection — how the camera is controlled, and perspective vs. orthographic projection (toggle orthographic
H) - Background color · Show grid — the working background and grid (grid
Shift+G) - Depth map · Normal map — render depth (grayscale) or normals instead of color to inspect the shape. Depth distance max is the distance (meters) at which depth saturates to white
- Measurement depth sensitivity — makes front splats count more in the depth calculation when placing measurement points. Raise it if points keep landing behind the surface
- Floor mode (
0) — enables the floor plane and adjusts its height (Y); the viewport transform controls give precise placement - Ghost object (
J) — shows a translucent reference shape (box · sphere) for matching position and scale
Outliner
The list of every object in the scene. Clicking an entry selects it, and the Transform tab and viewport gizmo follow that target.
- Groups — Splats (main item, placed items, detached parts) · Mesh · Cameras (keyframes) · 3D short-forms · Lighting · Effects · Drawing strokes · Dimensions · Measurements
- The eye icon on a group header hides or shows the whole group, and entries can be toggled individually
- Join splats — merges several selected splats into one · Remove — deletes the selection
Input checker
Shows the camera positions of the input images used to create the item as camera viewers in the viewport, and lets you compare each camera's reference image with the 3D. Use it on items made from photos or video to check the result against the original footage.
- The eye icon toggles the camera viewers in the viewport (
K) - Prev / Next (or
←→) move between cameras, andEnterjumps to that camera's viewpoint - Overlay the reference image with adjustable opacity, and label frequently used viewpoints (e.g. Front Left)
Viewport controls
The same in every mode.
- Rotate drag · Pan right-drag / two fingers · Zoom wheel (toward the pointer)
- Double-click — move the orbit center to the clicked surface point
- Reset view returns to the initial camera
- Move the camera target to the selection (
.or numpad.) — pick a target in the viewport or the outliner, press the key, and the orbit center glides to it. Works for splat selections, placed items, meshes, lights, effects, drawing strokes, short-forms, dimensions, measurement points and camera keyframes - Switching to another camera mode such as walk changes the controls → Camera tab in Normal edit mode
Split view
The split icon in the top bar divides the viewport in two. Each pane picks its own mode from its header, so you can run, say, Normal edit on the left and the image viewer on the right at the same time. The same icon merges the panes again. Shift+Space maximizes the active pane and restores it.
The five editing modes
Switch with the buttons in the top bar center, or cycle with Tab (Shift+Tab for reverse). Changing modes also changes the right sidebar tabs and bottom tools.
Normal edit
Whole-item work — transform, color, lighting, camera, rendering, dimensions & measurement, draw & effects, placement, animation, record & short-form, AI. The timeline is shown. → Normal Edit Mode chapter
Splat edit
Per-point work — select, delete, clone, brushes (paint, adjust, grab), sculpting (puppet pins, lattice), colliders, material (ROS), detaching. The right sidebar switches to splat tools and a bottom toolbar appears with undo, save and version. → Splat Edit Mode chapter
Mesh edit
The mode that collects the tools for placing mesh items in the scene and for converting a 3DGS item into a mesh. Generate a mesh from the splat or import and place GLB/OBJ files; its outliner, modeling, sculpt, vertex paint, materials, saving, and combined viewer rendering live in one workflow. The splat stays the primary representation and the mesh is saved as a companion layer. → Mesh Editing Mode chapter
Style edit
Shape the published viewer — background, loading screen, UI, cinematic, connections. Only three tabs remain (Style, Cinematic, Connection), and the preview is the actual published viewer, pixel for pixel. → Style Edit Mode chapter
Image viewer
Shows a reference image instead of the 3D. Use it to compare against original product photos while grading; combine with split view to see both side by side. → Image Viewer chapter
Saving
Save (Ctrl+S) in the top bar stores geometry, settings and style together. A dot (●) on the save button means unsaved changes. Undo is Ctrl+Z (redo Ctrl+Y). Login, version history and restore → Account & Saving chapter.
Edit history
The clock icon in the top bar opens this item's edit history. One entry is kept per save, so you can trace when something changed and in which editing screen; expand an entry to see each setting's before → after values. Available for saved account items only. Details → Account & Saving › Edit history.
Where to next
- Whole-item color, camera, dimensions and animation → Normal Edit Mode
- New to per-point editing → Splat Edit Mode
- Building a companion mesh for a splat → Mesh Editing Mode
- The published viewer's background, loading screen and connections → Style Edit Mode
- Full shortcut list: press
?in the editor, or → Shortcuts
