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 ===== | ||
| + | On this page, you can find our convention for the coordinate systems on object models. | ||
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| + | |||
| + | ===== Modelling conventions for single, simple objects ===== | ||
| {{ : | {{ : | ||
| - | * [[https:// | + | ===== Modelling conventions for furniture and ' |
| - | * [[3dmodeling: | + | |
| - | * 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. |
| {{ : | {{ : | ||
| * 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.1657199902.txt.gz · Last modified: by kazhoyan
