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title: "Path Details"
canonical: "https://documentation.chaos.com/space/ENVISION/124388304/Path%20Details"
format: markdown
---
This page provides information about Path objects in Enscape Envision. Overview The path parameters are accessible in the  Details  tab of the right-hand side panel when a path is selected. Paths can be selected in the Path filter tab of the  Objects  left-hand side panel tab. ||Create menu|| >  Path ||Toolbar|| >  Path Path Creation To create a path: Click the  Path  (  ) toolbar button. Alternatively, go to  Create menu > Path . This activates the path creation tool. Click in the viewport and drag the mouse to create the first segment of the path. Click again and drag the mouse for the next segment of the path. Repeat the action as many times as segments you need. Click  Done  to complete the path creation. Alternatively, click the right mouse button.  Properties A field showing the type and name of the selected element, allowing you also to rename the element. The new name is automatically displayed in the respective  Object  subtab. Lock  – Disables the path transformation options - position, rotation and scale. Disabled options become greyed out. Click  to enable the options for manipulation again. Hide  – Toggles the visibility of the element on and off. Invisible objects are indicated by   and are not rendered. Move pivot  – Opens the  Pivot Point Adjustments  settings. There you can move the pivot point. Select hierarchy All  – Selects the parent and all children of the current selection from within the scene hierarchy. Select hierarchy Parent only  – Selects only the parent of the current selection from within the scene hierarchy. Select hierarchy All children  – Selects the rest of the children in the scene hierarchy group the current selection belongs to. Make instance unique  – Excludes the selection from the rest of its instances and makes it unique. The action is disabled if the selection has no instances. Select all instances  – Selects all instances the selected path has in the scene. Look at  – Picks an object the selected path should look at during animation. Revert the transformation  – Restores all position, rotation and scale values to their default values, i.e. to zero. Land to surface  – Moves the selected path downwards (along the Z axis) until its bounding box collides with the first object below it. Transformations World coordinates  – When enabled, path transformations are done using world coordinates, i.e. the global scene axes. When disabled, transformations are done using local coordinates, i.e. objects' own axes. Position  – Moves the path along the X, Y and Z axes. Rotation  – Rotates the path along the X, Y and Z axes. Scale  – Scales the path along the X, Y and Z axes. Path Thickness  – Specifies the path thickness. Closed  – Automatically connects the last and the first segments of the path. Filled  – Activated when Closed is enabled. Segment Subdivision Count  – Determines how smooth the path is. The part of the path between two control points is called a segment. Segments are subdivided into multiple straight lines. Curved segments need higher subdivision count to be represented smoothly.  Interpolation  – Determines how the segments between control points are generated.  Catmull-Rom  – All segments are automatically curved so that the whole path is smooth and there are no sharp corners at the control points. This type of interpolation provides a very smooth path, but there is no precise control over its shape. It is useful for camera fly-through trajectories.   Bezier  – Each control point has a setting that determines the smoothness of its connected segments. The smoothness is controlled via additional viewport elements, called "tangent handles", that allow for a precise curve editing. This is why this type of interpolation is useful when a specific path shape is needed, e.g. tracing a contour for Scatter include/exclude.  Linear  – There is no smoothing and the segments between control points are always straight. This interpolation type is useful for simple shapes like triangles and rectangles. Control Points Control Points allow setting per-point smoothing. These settings are active only in the Bezier interpolation mode. In this mode, every point has a pair of tangent handles that determine the smoothness and direction of the curve. One of the handles controls the shape of the curve towards the previous Control Point and the other controls the curve towards the next Control Point.  Sharp Auto  – The tangent handles are disabled and the Control Point creates a sharp angle. In this mode, there is an additional UI element near the Control Point (a blue cube) that allows smoothing the angle into a round corner. Click-drag to adjust the rounding radius.  Sharp  – The tangent handles are controlled independently. This allows having a sharp angle at the point while retaining the control for the curvature of the segment.  Smooth Symmetric  – The tangent handles are aligned to form a smooth curve at the Control Point. Additionally, the handles' length is linked in such a way that the curvature of the path is symmetrical relative to the point.  Smooth  – The tangent handles are aligned to form a smooth curve at the Control Point. Their length is not linked, so each side of the point can have different level of curvature  Modify  Edit  – Switches the viewport to edit mode, which allows selecting and transforming Control Points. Add Points  – Allows inserting a new Control Point in the middle of a segment. To add a point, hover the mouse cursor over the desired location of a segment and then click. Pivot Point Adjustments Moves the pivot to the bottom center of the bounding box. Moves the pivot to the center of the bounding box. Moves the pivot to the top of the bounding box. Resets the pivot to its initial position. Minimum bounding box value on X / Y / Z axis. Center bounding box value on X / Y / Z axis. Maximum bounding box value on X / Y / Z axis. Local Coordinates  – Uses the local coordinate when adjusting the pivot point. The local coordinate system is specific to each individual object. The X, Y, and Z axes are aligned relative to the object's transformation. World Coordinates  – Uses the world coordinate when adjusting the pivot. The world coordinate system is the global reference frame for the entire scene. The X, Y, and Z axes are always aligned with the scene’s global orientation. X  –  Displays and specifies the selected pivot's position on the X axis. The value is World or Local coordinate space dependent. Y  – Displays and specifies the selected pivot's position on the Y axis. The value is World or Local coordinate space dependent. Z  – Displays and specifies the selected pivot's position on the Z axis. The value is World or Local coordinate space dependent.