How can I ensure a smooth process when uploading my file to EVRVault?
- Export the file with working units set to meters.
- Export the file with the up-axis set to Y.
How can I optimize my file for use in EVRVault?
There are several steps a user can take, such as the following examples:
- Choose binary file type when exporting *.fbx files.
- Keep the scene that you export as clean as possible, by excluding unnecessary and unused nodes such as groups, display layers, materials, locators, references, and other nodes that you have added to your working scene.
- Don't export unnecessary data. For static models, exclude lights, animation (for static models), and cameras.
- Be aware of file size. While the file size is at the user's discretion, be aware that in general, the larger the file, the longer the upload time.
- Test your work in progress frequently to ensure that your experience will work on target device(s). Use target device on Preview feature of Creator.
- When modeling:
- Avoid having unnecessarily high model resolution. The overall file size includes data other than just the model - such as materials. Model resolution and materials number have an inverse relationship - having one of them high limits the other.
- Delete any unnecessary or hidden faces.
- When texturing:
- Make sure image dimensions are in powers of 2 (i.e. 2 to the power of an integer) in pixels. This is strongly recommended, as it is a more efficient use of graphics resources than otherwise. The file will run better in EVRVault because it won't have to convert non-"power of 2" images.
- Limit texture image resolution to 2048 x 2048 pixels. Any image resolution higher than 2k can't be used, so conversion time on higher resolution images would be wasted.
- Keep number of materials used per model as low as possible.
- When making transparent materials, use an image for diffuse map that includes transparency information (such as .png), rather than mapping a separate opacity map image.
What can I do to ensure the most predictable result when my model is converted to EVRVault format?
- Do not use models created for 3D printers. *.stl files are not supported.
- Name anything that you would like to be able to find easily when designing your experience. Objects will be much harder to identify if software default names (pCube1, lambert2, etc.) are used.
- Check your .fbx file in a .fbx viewer.
- Avoid spaces in names of files and objects. EVRVault converts spaces to underscores. If the user would prefer not to have that happen, it is best to avoid spaces.
- When modeling:
- Size the model appropriately for the experience:
- A realistically sized experience, size the model as if it was in True Space (i.e. make a coffee mug the metric size of a real coffee mug). Make sure that the model you upload is the same size in unit scale as it would be in real life.
- An experience that requires a smaller or larger model (i.e. jumbo jet appearing on a desk) should be sized as to what the desired experience size would be in a real life space.
- Check the size in working units in the modeling software, and resize the model if necessary.
- Triangulate the model before exporting from software. EVRVault will triangulate automatically, but you will have more control over the result if you can see how polygons are subdivided.
- Place the pivot point at the center of model's footprint.
- Make sure the model sits on, and is entirely above, the ground plane at the world origin. Otherwise, tracking of the model may be disrupted.
- Delete history (Maya), or collapse the modifier stack (3DS Max), or do the equivalent operation in other modeling programs. Operations performed on the mesh during modeling should be baked into the mesh, for best model stability.
- Passing models between modelling tools (Maya, 3DS Max, etc.) may corrupt file data.
- Size the model appropriately for the experience:
- When rigging:
- Set maximum number of skin influences per vertex to 4. EVRVault caps the influences per vertex to 4 (and auto-adjusts the result). However, you will be able to control the result of capping better if you check the value yourself, in the animation software.
- Set maximum number of skin influences per vertex to 4. EVRVault caps the influences per vertex to 4 (and auto-adjusts the result). However, you will be able to control the result of capping better if you check the value yourself, in the animation software.
- When animating:
- Bake the animation in your animation software prior to export. Any necessary corrections could be made in your animation software, prior to uploading to EVRVault.
How can I troubleshoot a problematic file?
In some cases, problems may exist within the 3D model file that you upload, that give unexpected results when viewed in EVRVault. There may be missing or erroneous information in the file. In these cases, we recommend that you:
- Try to load the file in a 3rd party model viewing program, such as FBX review, Mixed Reality viewer, or Blender.
- Heed any errors or warnings that are present, and update the file in your 3D creation program.
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