Table of Contents

Products/Graphical/Configurator

to be extended

You need to select a Product in either Products or Assets/Commercial to enter this page. If no Product is selected, you will be re-directed automatically.

The Configurator is where you can see and configure a product. It is separated into 8 parts you can see below.

1) 3D View:

In the 3D View, you can see the created product. The 3D View is separated into 3 subareas numbered from 5 - 7. Initially, the 3D View is empty.Click the Update button in the left lower corner, to show a 3D object or if you have done changes to the overall product structure.

Navigation:

In this view, the position of the 3D object is fixed and defined in its structure. You cannot rotate or translate it.

2) Configuration:

Initially, this area is empty. Click the Configure button in the left lower corner of this area to get the configuration options of this product. These options come from commercial data like XcR or Idm or can be implemented inside the creator, manually.

You will see a table of properties with corresponding values.The values consist of an Id and a Property

To choose a value click the property on the left side of the table. After this, the right side will adjust with a new set of values. Choose one and click the Update button in the 3D View area to apply the changes to the 3D object.

Info: Not all properties will change the representation of the 3D object. This can have 2 reasons.

Besides changing property and clicking Update in the 3D View area there is a second option to apply the chosen property to your 3D visualization.

The checkbox Auto Update Graphics toggels if a chosen property is applied to the 3D visualization, automatically.

:!: Hint: If the current configuration should be resetted, click the Configure button. Make sure the scene is updated either through Auto Update or by pressing the Update button.

Next to the visible interactions there is a right click menu, that holds extra options.

3) Configurator Profiles

Here you can save defined configurations, to apply them later to other products. The dropdown menu Action has the following options:

By default, a profile is created in the following schema: Domain.Subdomain dd.mm.yyyy hh:mm

To change the profile name see the Assets/Commercial/Profile page.

Usually, a profile can only be used inside a specific workspace.

4) Creator/Developer Console

In the Creator Console, you get information from loaded scripts, such as Context or Evaluators. Information from the Interactors is written inside the browser console. This console is helpful in debugging and creating scripts.

5) Tree View

This section is divided into two tabs. Nodes and Attachpoints.

Nodes:

Here you can see the structure of your build product. It always consists of a root node, called t1_. and subnodes called oX for creator nodes or eX for evaluator nodes. You can click on each of the elements in this hierarchy. It is then shown in bold characters. Additionally, in the 3D View, a bounding box is drawn around all parts belonging to the selected parent-child structure. It works the other way round, too. Click a 3D object and the corresponding node is highlighted.

The highlighted node holds different information you can see on the bottom of the area.

With the help of the eye icon, you can hide parts. Keep in mind, if you hide a parent, its children will be hidden, too.

Attachpoints

If a product has attachment points, you can get information about them inside the Attachpoints tab. Click the root node to get the information. First is the key of the point, written in the middle of the Tree View. After this additional information like the position is shown. See the wiki page for more information.

This Menu gives you additional options to influence the 3D View. This is helpful for creating the product structure, debugging, and testing.

Model:

This menu point is separated into 3 parts affecting the geometries.

Surface Edges Wireframe Surface + Edges Surface + Wireframe

Vertex Normals can be used to debug the geometry. You can check if shading is stored correctly inside a geometry or if faces point in the right direction.

Attach Points insert the origin and forward axis to indicate which direction the attach point is pointing.

Triangle Count adds the overall triangle count into the scene.

Ignore glTF Deformation: If for some reason you need to deactivate glTF deformations this can be done with this option.

Kinematics: Adds bone representation: thick bar = subbase, thick cross = additional node, red mouth = follows

Camera:

Switch between Perspective and Orthographical Camera.

You can also save your current camera view as a start view or reset it to the Creators default camera option.

View:

Set the camera to a corresponding position

Floor:

You can turn on or of the current floor or change the type of flooring.

Graphics:

This holds several options that may help in case of creating products

Helper Lines Grid Planes Light Setup Lattices Shadows

Lattice colors:

Lighting

Lighting can be used to change the shading effect on the objects. This can help to find shading artifacts or check the look for different viewers. The current selected light setup is marked with a lamp.

If you have a special light setup link you can add it with Add Custom Lighting and give it a name.

Animation

Animations created for articles can be play backed here. The animation part is divided into different functionalities.

1) Playback Buttons: From left to right: Run the animation either jump to start of the animation, run through the whole animation, jump to the end of the animation.

2) Time Line: The time line shows the current progress of the animation. The animation time is shown in percentage. The time line can be controlled with the play back buttons, the mouse by sliding the round button or by using the arrow keys left and right.

3) Forward or Backward animation: An animation can be provided with one type of animation, using it for forward and backward animation or with two types of animations, forward and backward.

In case using two types of animations, one is defined as forward and the other is defined as backward animation. The arrow marked in blue is showing the current animation type. This can be switched by clicking one of the arrows. The arrorws play an important role while jumping inside the time line from progress to progress, this helps the player to indicate witch type of animation should be shown.

In case there is only one animation, the arrows have no influence on the behavior.

Error

In case an article has issues they are shown in the menu as exclamation mark or through the QR code. If an error appeares, both marks are painted red. In case it is an warning, they are colored yellow or orange.

The exclamation mark indicates an issue appearing in the browser console. Open and check it. The colored QR code indicates an issue appearing in the creator console. If needed scroll down and check it.

7) Using data outside the Creator

Note: The downloaded scenes can be used for debugging or can be used for other working processes like photo creation.

8) Data View Tabs

There are tabs to switch between the different representations of the 3D data.

Default IG.GFX view CAD view

Same story in Products/Graphical/Planner, for instance.