Product Placement and Pivot
- All products need to be positioned facing forward and be centered by all axes X=0.0 / Y=0.0 / Z=0.0. Model is always standing with the feet on the floor plane facing forward, and its move pivot is always at X=0.0 / Y=0.0 / Z=0.0.
- The rotation of the pivot must be reset before publishing. In 3DS Max, the X-axis is directed toward the right side of the object, the Y-axis is directed toward the backside of the object, and the Z-axis is directed toward the top of the object. The model is always standing with the feet on the floor plane facing forward, and its rotation pivot is always at X=0.0 / Y=0.0 / Z=0.0.
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Wrong rotation pivot |
Correct rotation pivot |
- The sectional products (e.g. 3 STR + LAF Chaise, 3 STR + Corner + 2 STR, etc.) or furniture sets (dining table + 4 dining chair, outdoor 3 STR + ottoman + coffee table, etc.) need to be considered as a single product when it comes to scene and pivot placement. The pivot is centered on the bounding box of the whole sectional / set, and then the product is centered in the scene at X=0.0 / Y=0.0 / Z=0.0.
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For products that have rotating legs (e.g. an office chair with star-formed legs), the legs should be rotated so that one leg is facing forward and the other legs are symmetrical. The pivot, in this case, needs to be placed in the middle of the vertical leg cylinder and not on the center of the star-formed legs bounding box.
Wrong legs rotation |
Correct legs rotation |
Wrong legs pivot and placement |
Correct legs pivot and placement |
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The casters on products that have them always need to be rotated so that they are identical to each other. In addition, they should always face backward, as demonstrated in the image below.
Wrong casters rotation |
Correct casters rotation |
- For additional info on positioning and centering different types of products, either through modeling panel usage or manually, please check the following video tutorials link.
Naming and LayeringNaming must be followed from the CMS. This is easily achievable through the Modeling Panel, where the layer structure can be imported. Before starting the modeling process, make sure to import and review the layer structure. Some additional information might be found through the layer structure and naming of the objects. |
Always use this option to check the naming and layer structure
Note:
In cases where the same object cannot be used in both AR and Viewer (High Poly and Low Poly), don’t worry that the scene structure doesn’t add an additional object for AR. Proceed as explained in the Modeling and Suffixes section below.
- The stitching sometimes might appear in the imported layer structure from the Modeling Panel, but in most cases, it won’t appear. However, the stitching should always be separated from the upholstery to make the model easier to edit. This is how the stitching needs to be done in all of the different cases:
There are stitches: |
Scenario 1 |
Scenario 2 |
Scenario 3 |
● In Layer Structure |
✕ |
✓ |
✕ |
● On Image reference |
✓ |
✓ |
✕ |
Process |
Stitches are modeled and added in the same layer as the upholstery. Stitches are linked with the upholstery |
Scene Structure is followed for layering Stitches are not linked with the upholstery |
Stitches are not modeled at all |
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Grouping must not be used. Objects need to be combined using the attach function when the layer structure requires it and left separated when not.
Wrong layer structure |
Correct layer structure |