R.Designを入手
基本的な操作方法
アイテムを操る
基本操作その他
こんな時はどうする?
マイカタログの使い方
特別なアイテム
4つのカメラ・モード
主たるカメラ設定項目
3Dデータ・フォーマット
3Dモデリング・ソフト別のガイダンス
基本的な操作方法
インポート可能な3Dデータ形式
📌
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
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.

3Dデータ・フォーマット
Step 1 コンテンツ・インポートを開く

二つのインポート・ボタンが表示されています。

  • アイテム
  • レベル(家または部屋モデル用)

インポートしたいアセットデータファイルをドラッグ&ドロップするか、上記のメニューボタンをクリックして、インポートしたいアセットデータファイルを選択してください。

Step 2

インポート準備が完了すると、アイテム又はレベルが以下のように表にリストされます。

Step 3
アイテムを表示
  • 左クリック + ドラッグで、アイテムを空間内に表示する
  • アイテムが空間内に表示されるまで数秒お待ちください。
部屋(レベル)を表示
  • 開きたい部屋を左クリックする
ℹ️
Scale Adjustment
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
3Dモデリング・ソフト別のガイダンス

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