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3dmodeling:items [2022/07/07 13:39] kazhoyan3dmodeling:items [2023/09/22 06:15] (current) hoanggia
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 ===== 3D Item modeling rules ===== ===== 3D Item modeling rules =====
-  * [[https://blender.stackexchange.com/questions/24078/set-origin-to-geometry-center|How to set origin to center of bounds in blender]] +On this page, you can find our convention for the coordinate systems on object models.
-  * [[3dmodeling:change-pivot-point|Tutorial: Pivot to BoundingBox Center]]+
  
  
 +===== Modelling conventions for single, simple objects =====
 {{ :3dmodeling:3d_item_modeling_rules.png |}} {{ :3dmodeling:3d_item_modeling_rules.png |}}
 +
 +===== Modelling conventions for furniture and 'interaction-able' objects ===== 
  
   * Drawer handles should have the X pointing away from the hand, Z pointing along the handle, Y according to the right-hand rule. If the handle is vertical, Z should point up. The origin should be on the handle bar.   * Drawer handles should have the X pointing away from the hand, Z pointing along the handle, Y according to the right-hand rule. If the handle is vertical, Z should point up. The origin should be on the handle bar.
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 {{ :3dmodeling:surface_convention.png?300 |}} {{ :3dmodeling:surface_convention.png?300 |}}
   * 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 point along the joint, i.e. away from the hand. Z rule is more important than the X rule here.   * 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 point along the joint, i.e. away from the hand. Z rule is more important than the X rule here.
 +
 +===== 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, FridgeDoorHandle.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:
 +  * {{:3dmodeling:namingconvention.png?400|}}
 +
 +===== Tutorials to adjust coordinate frame on 3d models =====
 +  * [[https://blender.stackexchange.com/questions/24078/set-origin-to-geometry-center|How to set origin to center of bounds in blender]]
 +  * [[3dmodeling:change-pivot-point|Tutorial: Pivot to BoundingBox Center]]
3dmodeling/items.1657201141.txt.gz · Last modified: 2022/07/07 13:39 by kazhoyan

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