Linking your 3D Model to your MegaEdit Product | ME_3D_007
SW

Sam Webster

Created Jun 13, 2024

Linking your 3D Model to your MegaEdit Product | ME_3D_007

In this tutorial, we'll take a look at the process of getting your recently exported json file from Blender into your MegaEdit model for use in the 3D preview.

The end result of this tutorial will be the completed configuration of the required back-end elements. Then, in the next tutorial, we will take a look at tidying up the front-end, for a better MegaEdit editor experience.

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1. Open your recently created JSON file from Blender

My preference is to use Visual Studio Code, however Notepad or another text file reader will suffice.

Open your recently created JSON file from Blender
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2. Navigate to the section related to the 'materials' used in the model.

Currently, the JSON will be referencing the material (which we use to project our 2D image onto our 3D model) as it was named in Blender. In the context of our JSON file, this name has no meaning.

We need to replace this and add an additional line of config.

Navigate to the section related to the 'materials' used in the model.
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3. JSON modifications

The DbgName section should be changed to suit the page of your MegaEdit canvas which will host its contents.

Essentially, it's possible that we have mapped sections of our 3D model to different 2D images. When linking this to a MegaEdit product, those 2D images will be referenced by different pages in your MegaEdit product.

So, our line of code below states: "DbgName":"CatfishPage_1|width=2048&x=0&y=0&bgLayer=true",

This means this particular material (or 2D image) and the elements that are mapped to it will be controlled by the contents of page 1 of our MegaEdit product.

As such, changing to "CatfishPage_2" will link the material to page 2 of our MegaEdit product.

We also need to add a 2nd line named mapDiffuse, which provides a fallback option should the artwork not be available to the system.

Here's the code modifications to add in full, you will need to modify it to suit your needs:

"DbgName":"CatfishPage_1|width=2048&x=0&y=0&bgLayer=true", "mapDiffuse":"MyFile.png",

JSON modifications
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4. Copy the following code into a code/text editor

The below code is the config code for the 3D preview. In this example we will only be modifying the basics, however this code allows you to perform a range of customisation options on the 3D preview, such as:

  • Rotate and transform the 3D model

  • Change the camera position

  • Add or change the position and characteristics of lighting

  • Animate the product to automatically rotate

  • And much more

Copy the code below for the config:

{

sceneLink: "",

softwareRendererScene: "",

useObjectLoader: false,

showStats: false,

computeVertexNormals: true,

textureBackground: "#006633",

forceSoftwareRenderer: false,

showAddToBasketButton: true,

camera: {

cameraPos: {

x: .5,

z: -0.8,

y: 0

},

fov: 80,

zNear: null,

zFar: null,

up: {

x: 0,

y: 0,

z: 1

}

},

background: null, //"#ff0000",

controls: {

type: "orbit"

},

lights: [{

type: "ambient",

color: "#FFFFFF",

intensity: 1.6

},

{

type: "point",

color: "#FFFFFF",

pos: {

x: -50,

y: -200,

z: -100

},

intensity: 0.18

},

{

type: "point",

color: "#FFFFFF",

pos: {

x: 0,

y: 40,

z: 10

},

intensity: 0.18

},

{

type: "point",

color: "#FFFFFF",

pos: {

x: 1,

y: 8,

z: 1

},

intensity: 0.18

}

],

animateScene: {

speedZ: 0.0023, //looks like the y axis

speedX: 0, //seems correct as x

speedY: 0 //looks like z

},

model: {

translation: {

x: 0,

y: -1,

z: 0

},

rotation: {

x: 0,

y: 0,

z: 0

}

}

}

Copy the following code into a code/text editor
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5. Navigate to the CSS Override area of your Infigo storefront

Upload your modified JSON file to this area and click the Copy button to copy the link to clipboard.

Navigate to the CSS Override area of your Infigo storefront
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6. Input the copied link into the sceneLink and softwareRendererScene lines of the code you pasted earlier

The initial link will have a number at the start (such as 2463522), replace these with 0.

So the result will be something like the following for the first 2 lines:

sceneLink: "/0/Handler/CSSOverride/GetImage/76/BoxDemoGuide.json",

softwareRendererScene: "/0/Handler/CSSOverride/GetImage/76/BoxDemoGuide.json",

Input the copied link into the sceneLink and softwareRendererScene lines of the code you pasted earlier
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7. Create or navigate to a MegaEdit product you wish to apply the 3D preview to.

Create or navigate to a MegaEdit product you wish to apply the 3D preview to.
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8. Click to access the MegaEdit config options

Click to access the MegaEdit config options
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9. Specify the number of pages for the MegaEdit product

This should match the number of 2D images you used in your Blender file.

As a reminder, we could have used multiple 2D images and map different areas of each image to different elements on our 3D model.

In our example with the cardboard box, we have used only 1 2D image showing the entire dieline, so we only need to have 1 page in MegaEdit.

Specify the number of pages for the MegaEdit product
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10. Select 3D Preview from the Preview Type dropdown

Note: You will need to have purchased the 3D module in order to do this.

Select 3D Preview from the Preview Type dropdown
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11. Copy and paste the entire config code you were working on earlier in the Preview Config area

Copy and paste the entire config code you were working on earlier in the Preview Config area
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12. If not done so already, assign resources to your MegaEdit product

For the canvas, ensure you are assigning a canvas that is the same size as the 2D image you are using (your dieline or template).

Create a clipart category in which you should place your 2D images (dielines or templates).

The form these clipart images take could differ based on your final product requirements.

For example in my cardboard box product, I will add a version of my dieline where the actual material is saved as transparent. When added to my MegaEdit product, this means I can control the material colour using my MegaEdit stock but this colour will not appear on the output.

Ensure you are also assigning the mandatory Stock and Output Types resources.

If you require any other resources such as additional Clipart and Fonts, assign those as well.

We will not go through the creation of these resources within this tutorial. Other resources covering this area available in the Infigo Academy.

If not done so already, assign resources to your MegaEdit product
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13. Launch the product

Launch the product
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14. Launch the MegaEdit editor

Launch the MegaEdit editor
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15. By default, your canvas will be displayed

At present in our example, the canvas is blank

By default, your canvas will be displayed
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16. Click on Preview

Click on Preview
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17. The 3D model should now be displayed, mimicking your 2D canvas

The 3D model should now be displayed, mimicking your 2D canvas
Well done!
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