Parameters Editor
You don't have to search further, every parameters of a selected Element is there.
whether you select an element (layer / modifier etc.) inside the Element Tree, an Track Block or a Keyframe, all of it's parameters will be accessible inside of this tab. Some parameters are accessible only in advanced parameters mode (the icon on the top right of the paramters editor).Note that in function of the element, some parameters are exposed inside of the timeline or the element tree (such as the Blending Mode)

To display the units either in percentages or in pixels inside of the parameters editor, you must click on the unit button on the top right of the user interface next to the global lock button:

The remainder of this topic reviews several different ways to manipulate parameters precisely, in order to fine tune your compositions or stage setups.

In order to manipulate any parameters, just click on any value and move the cursor up and down by keeping the mouse button pressed.

Use the following keys to change values faster or slower:

Use the following keys to change values faster or slower:
- Ctrl + drag up/down : Change value faster
- Shift + drag up/down : Change value slower
- Cltr + Shift + drag up/down : Change the value with maximal precision

Every parameter value can be copied and pasted, even complex objects such as 3D position or even a full placement.
Note that for each type of parameters, Smode stores and maintains one separate value.
For example, if you decide to copy a 2D Placement and then a 3D Position, the two copied values will be
stored independently and you will be able to past them on any parameter of the same types.
Once you copied another object of the same type, the previous object of that type will be overridden.
In the screenshot below, I decided to copy the whole Placement of a 3D Layer set as Position Orientation Size. I can then paste all theses values in any other Placement if its type is Position Orientation Size.
Of course, you can also copy / paste simple values such as numbers or text.
In the screenshot below, I decided to copy the whole Placement of a 3D Layer set as Position Orientation Size. I can then paste all theses values in any other Placement if its type is Position Orientation Size.

Of course, you can also copy / paste simple values such as numbers or text.

Lots of elements have presets, which may be help sparing a lot of time.
For instance, the placement menu offers some presets (accessible either by right clicking on a placement inside the Parameters Editor, or by right clicking directly on the 2D Layer, in the Placement menu), as shown here:
This one allows you to resize a 2D Layer according to the current composition resolution.
There are presets for almost every value and complex object, that you can access through the right-click menu > Presets :
You also have access to a preset list if you hover over the preset icon next to a new object entry in the right-click menu:
Those presets you can find in the menu have stored every value of every modifier child of the object. In this case, they will be the particle generator and its modifier values. Except for local players, the renderer and the tools (timelines, exposed variables, etc.) are not stored inside generator's the presets. If you change presets, the renderer you put on your particles / mesh / splines will not be affected.
Each one of the sub modifiers had also their own presets. The presets can be changed afterward inside the preset combo boxes you'll find inside the parameter's window (outlined in red)
For instance, the placement menu offers some presets (accessible either by right clicking on a placement inside the Parameters Editor, or by right clicking directly on the 2D Layer, in the Placement menu), as shown here:

This one allows you to resize a 2D Layer according to the current composition resolution.
There are presets for almost every value and complex object, that you can access through the right-click menu > Presets :

You also have access to a preset list if you hover over the preset icon next to a new object entry in the right-click menu:

Those presets you can find in the menu have stored every value of every modifier child of the object. In this case, they will be the particle generator and its modifier values. Except for local players, the renderer and the tools (timelines, exposed variables, etc.) are not stored inside generator's the presets. If you change presets, the renderer you put on your particles / mesh / splines will not be affected.
Each one of the sub modifiers had also their own presets. The presets can be changed afterward inside the preset combo boxes you'll find inside the parameter's window (outlined in red)


There are values like "scale" that can be expressed either as percentages or as pixel values.
Smode has an application-wide current unit that defines how this type of values will be displayed:
This type of values can be entered using one of the following syntaxes:
For instance, typing "35px" here will automatically convert it to express the value in % (as it is the global current unit defined)

- "20" will use current unit (% / px / m)
- "20%" = 20 percent
- "20 px" = 20 pixels
- "20m" = 20 meters (under the condition that size is defined in target canvas)
For instance, typing "35px" here will automatically convert it to express the value in % (as it is the global current unit defined)


Smode support four basic mathematical operators to enter values:

If you enter a mathematical operation inside a value box Smode will compute the result for you. It's possible to use parenthesis to impose an order in the calculation.
If you want to create expressions in order to animate things, you won't be able to do in text, go check Function Cue for that purpose.
- Addition (+)
- Subtraction (-)
- Multiplication (*)
- Division (/) (not supported everywhere)

If you enter a mathematical operation inside a value box Smode will compute the result for you. It's possible to use parenthesis to impose an order in the calculation.
If you want to create expressions in order to animate things, you won't be able to do in text, go check Function Cue for that purpose.