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Table of Contents | ||
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About
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This guide contains information about preparing 3D models for use in the twinzo app. It is important to keep in mind that all the information mentioned bellow below depends on specific use cases. Any Issues which that were not mentioned or are unable to be fixed using this guide need to be discussed on an individual basis. In general, every step helps the 3D model to be processed faster for Twinzo the twinzo app.
Mentioned criteria
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Usable amount of vertexes (Depends on the use case mentioned bellowbelow)
No inverted polygon faces (Depends on the use case mentioned bellowbelow)
No duplicated vertexes
Use instanced assets instead of unique ones
No empty objects, parents, bones, or unnecessary stuff
Maximum The maximum object number in a single model should not be higher than 3K6K (We are able to can go higher but it can make the model unusable for us)
Easy and understandable named materials, textures
Keep the maximum number of materials/textures per single object as low as possible (Depends Depending on the use case)
Correctly created and assigned UVs
Small final file size (On the automatic Twinzo platform system file size limit is 100MB)
Supported formats
Criteria divided by use case
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The single model used in the app
Non Scanned or Lidar based:
If we want to visualize only a single object in the app, usually criteria tolerance are much higher. For example, this single machine has over 500K vertices. Which is the top limit in terms of vertices amount. Everything higher will be most likely not usable. As Also well amount of materials/textures on a single object can be higher.
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Scanned or Lidar based:
For a Scanned scanned or Lidar lidar-based meshes (In the case of Lidar lidar- Point point cloud converted to mesh), criteria are not that as strict like as for their counterparts. Usually, if your model has number of many vertices (under 1.5M / 2M) and the number of materials with textures are is not exceedingly high (under 100+), than then your model should be fine (Depends depending on your smartphone performance).
Multiple assets used in the app
If we want to visualize assets in the app. For , for example, something which that is part of a factory/office and it appears multiple times. Criteria , criteria tolerance are is much lower. For example, palette boxes, press machines, cranes, furniture, etc... Limits are:
2K
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or
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less vertices
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- simple material or textures with/
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without UVs
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,
3K/4K
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or
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fewer vertices
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- important to visualize the model in more detail and it doesn’t appear numerous times
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,
Models
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that are visualized 5, or 10 times in one scene without any additional used assets can have a higher amount of vertices with higher texture resolution and more UVs. For example parts of cities or factory/office
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complexes.
Visualizing multi-floor building
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If you want to visualize a building which that has multiple floor levels, its it's important to try to separate each floor into the individual parts with specific hierarchy hierarchies so, in the end, we are able to can switch between them. If you are feeling capable to do it yourself or you wanna learn more about Automatic version, we are preparing
We prepared a full guide for you on how to prepare the model if you want to do it yourself: https://twinzo.atlassian.net/l/cp/g9PJ2SxQ
Visualizing BIM models
(Currently not supported through automatic Twinzo platform. In order to To solve this issue please contact us individually)
However, we are able to can process BIM models outside Automatic Twinzo the automatic twinzo platform agent. You can learn more about it in this documentation: here → https://twinzo.atlassian.net/wiki/x/BYBFFg
Common model errors to look out for
These include the most common errors present in most models. These should be avoided and fixed.
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1. Scaling and Units
The model should use a real-life scale in meters : (1 Editor Unit = 1 meter). Models outside of these ranges, or in different units, can cause precision issues.
The main building volume should be roughly centered around the world origin (X = 0, Y = 0, Z = 0).
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2. Inverted polygon faces
The red inside faces visualize which parts of the mesh are going to be invisible (backface culling) when rendering in the application.
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Info |
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Notice how it’s possible to see inside the pillar from the outside, but not from the inside out (backface culling). This happens because the faces are oriented in the wrong direction - towards the inside. |
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3. One-sided geometry
A single face will have it’s its back side invisible (culled). Walls should be solid and have volume.
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This step is very important. Overlapping geometry causes flickering (Z-fighting), and lighting errors, and such duplication wastes resources.
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Cleaning up bottom faces and parts of the mesh that are never going to be seen saves texture space and computational resources. Downwards-facing geometry is never going to be seen in the twinzo application, therefore it only wastes memory and resources and should be removed from the model.
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Geometry is selected based on the normal facing direction
The selected downwards-oriented faces are deleted. (Red faces visualize inside faces that are going to be culled)
7. Object Instancing
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Modifying the mesh of one instance , reflects on all of the instances using that mesh.
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All repeating or duplicated objects should use instances instead of “deep” copies that also use a duplicated mesh.
8. Object number
Its It is recommended to keep the number of individual objects under 6000 for a single scene. Less Fewer objects means mean better computational performance for mobile devices and also it will reduces reduce processing time. If your 3D model has much many more objects, you can partially overcome this issue by using instances of “meshes with shared geometry” or merging objects which that are divided into multiple separated separate pieces.
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Tip |
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It is not recommended to have more than 6,000 individual objects in a single 3D model |
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when using the automatic twinzo platform agent, as exceeding this limit can lead to performance issues. To address this, please optimize your 3D model or contact us |
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directly for assistance. |
9. Materials
Objects should generally have the least possible amount of unique material slots assigned/used. E.g. There’s no need to have 5 different metal material types assigned to one object unless they’re vastly different in appearance.
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No material duplicates (Metal Chrome, Metal Chrome.001, Metal Chrome.002, Metal Chrome.003, etc...)
No redundant materials with very slight changes in color or other properties.
All materials should be named properly, clearly, and descriptively. E.g. Wall Yellow, Metal Dark Rough, Glass, Plastic Orange Shiny, Carpet Brown, etc...
If you are using PBR materials with various texture images and want to upload a model through Automatic Twinzo platformthe automatic twinzo platform agent, please visit this tutorial: How to embedd Textures into single file
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Through automatic Twinzo platform - FBX, OBJ
.fbx
,.obj
, and.mtl
,The preferred file format is Binary a binary
.
FBXfbx
,Possible to work with outside automatic Twinzo twinzo platform - FBX, OBJ, STL, STP, IFC, DAE (Limited), agents -
.fbx
,.obj
,.mtl
,.stl
,.stp
,.ifc
,.dae
(limited) and glTF 2.0,Possible to export outside the automatic twinzo platform agent -
.fbx
,.obj
,.mtl
,.stp
,.dae
(limited), and glTF 2.0.,The model file should not go over have ~100Mb.
Every format has its own limitationlimitations. Generally .
FBXfbx
, glTF 2.0 or .
OBJ obj
are most suitable for us but other . Other formats like .
STL stl
or various .
CAD cad
models cause different problems (, like missing materials, unable to open, unable to properly convert, huge sizes, and no instances….instances.)
What software are we
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using?
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Unity 20212022+
Blender 3.46+
Meshlab 2021.05+
AutoCAD 2023
CAD Assistant