3D view — watch a scenario from the road
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The same scene you draw in 2D can be viewed in 3D. It is the quickest way to sanity-check a scenario: a gap that looks generous from above can feel very different from behind the wheel, and a cut-in reads as a manoeuvre rather than as two rectangles converging.
Switching to 3D
Section titled “Switching to 3D”Open the hamburger menu (☰, top-left) and look for the View section. It holds two buttons, 2D and 3D. Click 3D.
The first switch takes a moment — the renderer and the vehicle models
are only fetched when you actually open the 3D view, so you will see
Preparing 3D… and then Loading 3D environment… while that happens.
Later switches are immediate.
There are three ways back to 2D:
- The 2D button in the same View section.
- Escape, while the 3D view has focus.
- Starting a tool that places or draws something. Editing happens on the 2D canvas, so drawtonomy returns there for you.
There is no URL parameter that opens straight into 3D, and no keyboard shortcut for the toggle itself — a link you share always opens in 2D, and the recipient switches from the menu.
Cameras in a scenario
Section titled “Cameras in a scenario”In Scenario mode the camera controls live in the transport row along the top of the LOGIC card, next to the controls you already use for playback.
| Control | What it does |
|---|---|
| Follow: … | Picks the entity the camera tracks — Follow: Off for a free camera, or any entity by name (Follow: Ego, Follow: OverTaker, …). |
| Chase / BEV / Driver | The viewpoint, relative to that entity. Only selectable once a follow target is set. |
| Fit | Frames the whole scene at once. This clears the follow target. |
The three viewpoints:
- Chase — behind and slightly above the car, roughly 8 m back. The default, and the one to use for most reviews.
- BEV — bird’s-eye view, 35 m above the car, looking straight down with the direction of travel pointing up the screen. Good for judging lateral gaps and lane occupancy.
- Driver — from the driver’s eye point, looking ahead. This is the view that tells you whether a manoeuvre would actually feel safe.
Follow is shared with the 2D canvas, so the target you were already following carries over when you switch.
With Follow: Off the camera is free: drag to orbit, right-drag to pan, and use the wheel or a pinch to zoom. The on-screen zoom buttons work too. The camera cannot go below the ground plane.
Cameras while drawing
Section titled “Cameras while drawing”Outside Scenario mode there is no LOGIC card, so the camera controls appear in the menu instead, under 3D settings:
- Camera —
Free,Follow,BEV, orDriver. The last three need at least one vehicle in the scene. - Target — which vehicle to follow, by name.
- Fit scene — frame everything.
A collapsed Rendering group sits below them with three more settings, which persist between sessions:
| Setting | Options | Notes |
|---|---|---|
| Lighting | Day, Sunset | Changes the light and the sun position for the view only. It does not touch the scenario’s weather settings. |
| Quality | Ultra, High, Low | Lower it if the frame rate struggles. |
| Scenery | On, Off | The roadside trees and shrubs. |
Playback in 3D
Section titled “Playback in 3D”Playback itself is unchanged. The ▶ button, the timeline, the playback rate, and the PASS / FAIL badge all behave exactly as they do in 2D, and seeking is still exact — every pose comes from the simulation, so you can stop on the frame of a cut-in and look at it from the driver’s seat.
Ghost trails and the Trajectory ribbon both render in 3D, so a speed profile stays readable: ghost stamps are evenly spaced in time, and their spacing on the road reads as speed.
What gets rendered
Section titled “What gets rendered”Lanes, lane markings, crosswalks, polygons, traffic lights, vehicles,
and pedestrians. Building polygons are extruded upward — set
attributes.height in metres to control that (6 m if you leave it
unset). Lanes use the same curve evaluator as the 2D canvas and keep
the elevation of their boundary points.
Cars use a detailed model with an interior, wheels, and glass, resized to your vehicle’s dimensions and repainted to its colour. It is a generic car rather than a specific make — buses, trucks, bicycles, motorcycles, and pedestrians use simpler models. Everything still renders if the detailed model fails to load.
Around the road you get a sky, a horizon, and instanced trees and shrubs, all rendered locally on your GPU. Nothing is streamed from a render server.
Limitations
Section titled “Limitations”- 3D is view-only. Switching back and forth never changes a shape, a coordinate, or your undo history. You cannot select or edit shapes in 3D, and the toolbar and attribute panel are hidden there.
- Not everything appears. Signs, images, freehand drawing, and other 2D-only elements have no 3D form, and Path linestrings are skipped.
- Video and image export stay 2D.
Video (.webm)…records the 2D canvas — see Playback. There is no dedicated 3D export; to capture the 3D view, use a screen recorder. - There is no terrain. The ground is a flat plane below the road, so embankments, bridges, and tunnels are not reproduced and a steep road can look like it floats.
- WebGL 2 is required. Without hardware acceleration the view will not start and offers to send you back to 2D.
- The first open is a download. The car model is about 11 MiB and the scenery assets rather more, served from the same origin as the app — there is no external CDN involved.
See also
Section titled “See also”- Playback — the transport row, seeking, ghosts, and video export
- Open and play a .xosc
- Build your first scenario
- What is esmini?