Skip to content

Quickstart

You can find OmniStep in the 3D Viewport Sidebar under 'OmniTools'.

Alt text

To spawn directly into your scene from the current view, press ▶ Start OmniStep.

By default, OmniStep will use the current view or camera as the starting point. When done, press Enter to apply the changes to the current view or camera or Esc to revert the changes.

Controls

OmniStep supports the same input devices as Blender. This includes keyboards, mice, NDOF devices and additionally Gamepads.

By default, the player is controlled with the following keymap:

Key(s) Action / Description
W A S D Moving / Flying
Q E Fly Down / Up (Roll when in 'Trackball Rotation' mode)
Left Ctrl Crouch (Down in 'Fly Mode')
Space Jump (Up in 'Fly Mode')
Shift Walk / Run Modifier
Tab Toggle between Walk / Fly Modes
MouseWheel Up
MouseWheel Down
Increases / Decreases a global multiplier that controls movement and teleport speed
Middle Mouse Resets the speed multiplier to the defaults
Z Teleport to aimed-at target
R Respawn
X Restarts the timeline when animating (and restarts the recording if enabled)
Left Mouse Action1 - is monitored by OmniStep and reserved for user scripts
Left Alt + Left Mouse Action2 - is monitored by OmniStep and reserved for user scripts
3 4 Action3, Action4 - additional keys monitored by OmniStep for use in UserScripts

The look direction is controlled with the mouse. The sensitivity and y-axis invert can be set in the add-on preferences.

Customization

All keys, mouse and controller bindings can be remapped in the add-on preferences. Additionally, mouse settings can be overridden on a per-file basis in the viewport sidebar.

Gamepad Support

Gamepad support is disabled by default. Enable it in the add-on preferences to use a gamepad. Support is currently available only for Windows and XInput compatible devices (e.g., Xbox Controller and similar).

World

alt text

In the World section, you can configure essential scene parameters for OmniStep. You can set the startup view behavior and adjust the focal length for perspective views. OmniStep can also use specific spawn points from a collection of Empties. Additionally, you can control the target framerate, scene scale, and world gravity, ensuring accurate movement physics regardless of your scene's scale. Gravity presets are available, but you can customize the value.

Player

alt text

In the Player section, you can adjust OmniStep's Walk Mode with settings like run/walk speed, jump height, and ground friction. Fly Mode offers physics-based flight with adjustable speed, acceleration, and radial view control. Advanced settings allow for further customization, including fine-tuning motion damping and teleport speed. You can save your preferred configurations as custom presets for easy reuse.

Animation

OmniStep allows you to record all movement. Ensure a camera is present in the scene, and activate the 'Animation' section, as well as 'Record Animation'. This writes location and rotation keyframes for the active camera.

Make sure the view is set to the camera or the 'World Settings' view is set to 'Active Camera'.

When the playhead reaches the end, the recording stops, but you can continue moving. At this point you can press X to restart the recording, overwriting the last recording.

Press Esc or Enter to end the Operator. In both cases the recording is preserved.

There are several more options you can explore in the Animation Settings and see them applied here: Demo Scenes

Rotation Mode

Set the Camera Rotation Mode to Quaternion (WXYZ) to avoid issues with motion blur. Only use Euler if you specifically need it. In general, quaternions are more reliable than Euler angles.

Scripting

OmniStep supports custom scripts that run parallel to the game loop, enabling users to implement new functionality. A dedicated Scripting Section covers the scripting components: Scripting Section.