3dmodeling:items
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3dmodeling:items [2022/07/07 13:18] – kazhoyan | 3dmodeling:items [2023/09/22 06:15] (current) – hoanggia | ||
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===== 3D Item modeling rules ===== | ===== 3D Item modeling rules ===== | ||
- | * [[https:// | + | On this page, you can find our convention for the coordinate systems on object models. |
- | * [[3dmodeling: | + | |
+ | ===== Modelling conventions for single, simple objects ===== | ||
{{ : | {{ : | ||
- | | + | ===== Modelling conventions for furniture and ' |
+ | |||
+ | | ||
{{ : | {{ : | ||
* Door joints should have the Z pointing along the joint, such that the rotation happens along Z. | * Door joints should have the Z pointing along the joint, such that the rotation happens along Z. | ||
- | * Supporting planes should generally have the Z pointing upwards. | + | * Supporting planes should generally have the Z pointing upwards. |
- | * Oven knobs, light switches, etc., should | + | {{ : |
+ | * Knobs that are rotational should rotate around Z, a light switch should also rotate around Z and X should point away from the hand, a button is a prismatic joint, so the Z should | ||
+ | |||
+ | ===== Modelling conventions for robots ===== | ||
+ | * No self collision at initial state (like in reality) | ||
+ | |||
+ | ===== Naming convention ===== | ||
+ | * Each object should have at least two folders: stl for collision and obj or dae for visual. | ||
+ | * File names should be in English and follow the convention of using capital letters to separate words, without any underscores. For example: Apple.obj, Table.obj, DoorHandle.obj, | ||
+ | * For mesh and texture, conventions from Unreal Engine are used, Mesh is prefixed with SM_, Texture is prefixed with T_, Material is prefixed with M_. For example: | ||
+ | * {{: | ||
+ | |||
+ | ===== Tutorials to adjust coordinate frame on 3d models ===== | ||
+ | * [[https:// | ||
+ | * [[3dmodeling: |
3dmodeling/items.1657199936.txt.gz · Last modified: 2022/07/07 13:18 by kazhoyan