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3dmodeling:items [2022/07/07 13:18] kazhoyan3dmodeling:items [2023/09/22 06:15] (current) hoanggia
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 ===== 3D Item modeling rules ===== ===== 3D Item modeling rules =====
 +On this page, you can find our convention for the coordinate systems on object models.
 +
 +
 +===== Modelling conventions for single, simple objects =====
 {{ :3dmodeling:3d_item_modeling_rules.png |}} {{ :3dmodeling:3d_item_modeling_rules.png |}}
  
-  * [[https://blender.stackexchange.com/questions/24078/set-origin-to-geometry-center|How to set origin to center of bounds in blender]] +===== Modelling conventions for furniture and 'interaction-able' objects =====  
-  * [[3dmodeling:change-pivot-point|Tutorial: Pivot to BoundingBox Center]] + 
-  * Drawer handles should have the X pointing away from the hand, Z pointing along the handle, Y according to the right-hand rule. 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.
 {{  :3dmodeling:handle_convention.png?300  |}} {{  :3dmodeling:handle_convention.png?300  |}}
   * 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. X and Y should generally just stay consistent. For drawers, it makes sense to direct X away from the robot / user. 
-  * Oven knobs, light switchesetc., should also have the X pointing away from the hand.+{{ :3dmodeling:surface_convention.png?300 |}} 
 +  * Knobs that are rotational should rotate around Zlight switch should also rotate around Z and X should point away from the handa button is a prismatic jointso 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.1657199902.txt.gz · Last modified: 2022/07/07 13:18 by kazhoyan

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