Table of Contents

Modeling Geometries

Geometric parts are modeled to be used in IG.Creator and enrich the structure and visualize the product. The reuse of the same is very important to minimize the amount of data on the server-side, transfer side, and client-side.

Checklist Geometry Modelling

For checking the basic requirements, this checklist can be used. hinweise_3d_objekte.pdf

Getting Information

General Geometry Guidelines

Origin

Dimensions

Topology

Size

The Standard size (used for the mobile and web applications) for the standard.obj is as follows:

The size could also be adjusted according to the shape and details of the object.

For high resoluton geometries, please make sure, the file size is not bigger than 5MB for an obj file.

Highres Geos

UV Mapping

Patch Size

Unless otherwise specified, the patch size for texture mappings should be 0.15 x 0.15 (15 cm x 15 cm).

Normal Map

Quality Check

Use the ig explorer to check the geometries. Here you can display static geometries (obj,ctm) as well as animated models or parts with deformation by dragging and dropping them into the environment. https://explorer.intelligentgraphics.biz/ Initially, the geometry is displayed in a dimension texture. It can be helpful to change the material in order to recognise artefacts. To do this, the expression /?texture=blue or /?texture=leather can be appended to the url to display the material of the geometry in blue or in white leather.

Always test the designed models, whether they look as required, before uploading to IG.Creator

Guides for modelling

Intro to modeling

This section is meant to give you a basic outline of how to model a geometry.

Hint If your mesh is symmetrical you can delete parts of it and use a Mirror Modifier to reduce your workload.

Hints and useful shortcuts

Note: only tested on Windows, shortcuts might differ on iOS

Armature deformations

Topology

Adding the Armature

Assigning Vertex Groups

Animating the deformation

Exporting as glb

Simple Mechanics + Constraints

This section will give you a basic overview of how to create a simple mechanical animation of a footrest unfolding from the bottom of a seatcushion.

Applying the Rest Positions

If you have modeled your mechanics in its final position, you need to adjust the rest position of the armature and mesh as the animation should start in its 'folded' state.

Other helpful Constraints

Locked Track

The Tail of the constrained bone will rotate around a set Axis (Track Axis) to point towards a Target. For example this can be used to make a part of the mechanics point to another. https://docs.blender.org/manual/en/latest/animation/constraints/tracking/locked_track.html#index-0

Damped Track

The Tail of the constrained bone will follow a targed using the smallest rotation necessary https://docs.blender.org/manual/en/latest/animation/constraints/tracking/damped_track.html In this example Damped Track was used to control a triangular connection piece (triangle_1) so that it would follow the movement of the main mechanical arm which is controlled by a bone calles 3 IK Control. The constraint ensures that during the animation the triangle is connected to the main arm and doesn't have any offset movements.

Clamp To

Restricts the movement of the constrained bone to a curve. https://docs.blender.org/manual/en/latest/animation/constraints/tracking/clamp_to.html In this case it was used to create a smooth movement and to define the point at wich the control bone moves upwards.

Shape Key deformations

As their name suggests Shape Keys are used key the shape of an object i.e. saved object shapes. More precisely: a Shape Key stores all vertex positions at a specific point in time. They are a helpful tool to create organic animations that blend into each other but also to store the shape caused by modifiers for later use.

Creating a basic Shape Key animation

Notes

Lattice deformations

Without Armature

With Armature

Exporting

Exporting as deformation.json

Lattice deformations can be exported as a deformation.json. In the Creator this can be used across products without needing to export each of the meshes individually. You can find the Exporter in the ig. Tools repository.

Setting up brushes for sculpting

Baking a normal map

Setting up the UV Maps

Sculpting

Baking

Baking with Cage

Any minor artifacts or disruptions in the map can also be adjusted in an image editing program such as Gimp or Krita. For further details on cages, see: https://docs.blender.org/manual/en/latest/render/cycles/baking.html

Generating normal maps with bump/ height maps

Stitches with Alphamap

For more info on alpha maps see : alpha map

Cushions

With Collider → simulates the pillow sitting on a surface

Without Collider → simulates the pillow in a free space

In Field Weights set Gravity to 0.

Hint: Once you’re happy with the Values of your Modifier you can save them as a Preset which can then be loaded if you ever want to use the settings again. Keep in mind that it only saves Physical Properties, Stiffness and Damping

Cushions quilting / chesterfield / button details

Source Visuals

Face Normals

Note: Mirroring an Object by using 'Object' → 'Mirror' or by applying a scale of -1 will flip the entire orientation during export. Therefore it is important to check both scale and face orientation before exporting a geometry !

UV Magic

“Magic UV” is a default Blender addon that only has to be activated in preferences, it is a helpful tool for setting the preferred patch size of a geometry. To set a specific patch size follow these steps:

You can apply the scale to multiple objects at the same time by having them opened in edit mode simultaneously.

Fixing 'green' Normalmap Artifacts

Sometimes there can be channel issues while baking normal maps, resulting in greenish-looking artifacts. Usually these can be fixed by using a cage or adjusting the extrusion distance in the bake settings, but occasionally they are hard to get rid of. A quick fix for this is to use an image editing tool.

  1. Open your baked normal map in your desired image editing tool.
  2. Add a new layer and fill it with the neutral normal map blue.
  3. Set the Layer Mode of the new layer to the following, according to your tool.

The channel artifacts should now be fixed. Save the normal map and use as usual.

Appending Data from other .blend files

UV Unwrapping for Meshes with strong deformations

Sometimes a strong deformation can cause harsh UV stretching. In these cases, some extra steps need to be taken to ensure a clean UV.