Meshes
Last updated
Last updated
The coordinate system within the Roomle ConfigurationScript is a left-handed cartesian coordinate system with +Z
being the up vector and +Y
the forward direction of the model. 1 model unit
has to be equal to 1mm
real world scale.
Left-handed coordinate system
Up vector: Z+
Forward direction: Y+
Units: One mesh unit represents 1mm
real world scale
⚠️ Be aware of a possible scaling factor applied to the coordinates within your 3d application to display the desired real world units on screen!
This information may get lost when exporting to .obj resulting in an unexpected scaled mesh.
In doubt open an
ASCII
based.obj
file in a texteditor and check if then coordinates have a reasonable size (eg. max. ~500-1000 units for a chair).
If you encounter issues with the size of your model, it is recommended to apply a scaling factor on export.
If the model is constructed "in Meters" (
1 model unit
=1m
) add a multiplication of1000
on export.A Model "in Centimeters" (
1 model unit
=1cm
) has to be upscaled by10
.When working "in Millimeters" (
1 model unit
=1mm
) no scaling is needed on export.
Prepare the UV map to properly view the texture dimensions entered in the material settings.
Export the model like described above
Zip the result and upload to Rubens Admin
Enter the real world sizes for your textures
In the Meshes
list, you can see all the meshes of one catalog. To see the list, go to Catalog management
, select a catalog and click on Meshes
. The overview can be displayed in a List view
or a Grid view
.
NOTE: Mesh management is not available for Level 1.
On the left side of the Meshes
page you can see a filter section with the following controls:
Search field: You can enter text into this field to search for meshes with an id.
Status: Show only meshes in the list which match the active status. Valid values are: All
, Active meshes
, Inactive meshes
You can hide a mesh by navigating to the mesh's details page. Click on the Hidden
checkbox in the Status
section on the left and then click Save
. In the Meshes
overview, you can filter by the hidden meshes in the filter section.
To import a list of meshes, see Import meshes.
If you do not need the mesh anymore, you can remove it from the meshes list. Hover over the mesh you want to delete and click on the trash icon.
Alternatively you can archive it on the mesh's details page. Click on the red trash can icon in the upper right corner. The mesh still remains in our cloud to maintain connections.
To view an already existing mesh, select it in the Meshes
overview and click on it.
On the details page of the mesh you can copy the External identifier
and the AddExternalMesh command
function and see a Preview
of the mesh.
For more details of meshes see 3D Models & Meshes
Create 20 x 20 cm
real world scale plane
Apply the 5cm
Grid Texture you downloaded in the beginning.
Map the same Grid to the Objects with the UVs that should be scaled
Scale UVs so the grid sizes match on the objects and on the plane
Now Scale the UVs
by 200
so 1 UV tile
= 1mm
real world size
Delete the reference plane
The texture now maps exactly as expected