3dmodeling:items
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3dmodeling:items [2022/07/07 14:19] – pmania | 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. | ||
+ | |||
===== Modelling conventions for single, simple objects ===== | ===== Modelling conventions for single, simple objects ===== | ||
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* 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, | ||
+ | * 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 | + | ===== Tutorials to adjust coordinate |
* [[https:// | * [[https:// | ||
* [[3dmodeling: | * [[3dmodeling: |
3dmodeling/items.1657203584.txt.gz · Last modified: 2022/07/07 14:19 by pmania