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3D Data Formats
Guidance for 3D Modeling Software
How to play
3D Data Formats available for import
📌
R.Design New Release in July 2023

- FBX
- glTF
- Datasmith
- UDS
- OBJ

- material importer
- texture importer
- IES importer

R.Designアプリにユーザーご自身の3Dアセットをインポートすることができます。現在、以下のフォーマットをサポートしています。

  • glTF
  • GLB
  • Datasmith
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glTF format

glTF (GL Transmission Format) is a 3D file format that stores 3D model information in JSON format. The use of JSON minimizes both the size of 3D assets and the runtime processing needed to unpack and use those assets. It was adopted for the efficient transmission and loading of 3D scenes and models by applications.

For details, please see glTF file format

What is the difference between the GLB and glTF file?

There is a significant difference between what is a GLB and glTF. The GLB format is a version of the glTF file. The difference is that the GLB format is a binary file format while the glTF is based on JSON (JavaScript Object Notation). The GLB locates all of the elements of a 3D scene, including materials, node hierarchy and cameras in one single compressed file. In comparison, the glTF file requires external processing file formats, such as for textures, shaders and animation data. These external elements are stored in the glTF file, but each in a unique format (JPEG for textures, GLSL for shaders and BIN for animation data).

Therefore, the GLB is known as an autonomous file (everything is included in a single network) and the glTF as a non-autonomous file. The GLB is also 33% smaller in size than the glTF file, which makes it more efficient to use as it takes up less processing information. At Visao, we use the GLB file for its ease of use.

Step 1 Go to Import menu

You can see import menus for:

  • ItemLevel (House or Room model)

Drag & Drop the asset you wish to import, or just simply click the menu so that you can select the asset from the Explore.

Step 2

Imported Assets are all listed here.

Step 3
Arrangement of items
  • Left click + Drag to place items
  • After a few seconds, the item appears in space.
Room (Level) display
  • Left Click
  • After a few seconds, the room will appear.
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Scale Adjustment
Compatible 3D Data Formats

You can import your own 3D assets at the runtime of R.Design App.  R.Design currently supports the following formats.

  • glTF
  • GLB
  • Datasmith
ℹ️
glTF format

glTF (GL Transmission Format) is a 3D file format that stores 3D model information in JSON format. The use of JSON minimizes both the size of 3D assets and the runtime processing needed to unpack and use those assets. It was adopted for the efficient transmission and loading of 3D scenes and models by applications.

For details, please see glTF file format

What is the difference between the GLB and glTF file?

There is a significant difference between what is a GLB and glTF. The GLB format is a version of the glTF file. The difference is that the GLB format is a binary file format while the glTF is based on JSON (JavaScript Object Notation). The GLB locates all of the elements of a 3D scene, including materials, node hierarchy and cameras in one single compressed file. In comparison, the glTF file requires external processing file formats, such as for textures, shaders and animation data. These external elements are stored in the glTF file, but each in a unique format (JPEG for textures, GLSL for shaders and BIN for animation data).

Therefore, the GLB is known as an autonomous file (everything is included in a single network) and the glTF as a non-autonomous file. The GLB is also 33% smaller in size than the glTF file, which makes it more efficient to use as it takes up less processing information. At Visao, we use the GLB file for its ease of use.

Modeling Guidance
💡
General
1.
Minimize the number of elements per object.
2.
Combine models to have a reasonable amount of triangles per element (e.g. 300+ per element).
3.
Limit UV seams and hard edges as it results in more vertices for the hardware. In the worst case, high poly meshes with hard edges result in 3 times more vertices than reported in modelling applications.
4.
The vertex processing cost for skinned meshes is higher than for Static Meshes.
5.
Very large meshes can be split for better culling. This is for view culling, as light culling is usually done at a finer granularity.
6.
Try to create triangles of the same sizes to minimize quad overdraw.
7.
Metric unit with 0.01 scale (centimeters) and model your content correctly using centimeter units.
8.
Make sure you have no flipped faces and all of the triangles are facing outwards.
9.
Set the item's pivot point in a way that will align with the item's role. By default, you would set the pivot point to the bottom center of the item. In some cases, in case of a ceiling item, you would set it to the top center of the item, in case of a wall item, you would set it to one of the sides of the item.If you're a complete beginner interested in modeling, check out this step by step Blender tutorial which will help you get started:https://www.raywenderlich.com/21459096-blender-tutorial-for-beginners-how-to-make-a-mushroom
Guidance for 3D Modeling Software
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