Preparation

System requirement

PC Configuration Requirements

Minimum ConfigurationRecommended Configuration
Software:
Window 10 or later
Direct3D 11.0 or higher
Hardware:
CPU:Intel®Core™i5-6200U 2.30Ghz
RAM: 8GB
GPU: NVIDIA GTX 1050Ti
Software:
Window10 or later
Direct3D 11.0 or higher
Hardware:
CPU:Intel®Core™i7-11700 3.60Ghz
RAM: 16GB
GPU: NVIDIA GTX 3070Ti

MacOS Configuration Requirements

Minimum ConfigurationRecommended Configuration
Software:
Monterey 12.0.1
Hardware:
CPU: Intel Core i7
RAM: 8GB
GPU: Intel Iris Plus Graphics 640
Software:
Monterey 14
Hardware:
Chip: Apple M1
RAM: 16GB

Download

Download address: datame.sh/ImporterPC

Product NamePlatformApp Store
DataMesh ImporterWindows PCMicrosoft Store
macOSApp Store

Account permission

Before using DataMesh Importer, you need to request permission from your company administrator. The company administrator will add your user account, associate it with a department and position, and provide access to DataMesh Importer and other required features on the FactVerse service platform.

Overview

DataMesh Importer is a lightweight and efficient 3D model viewing tool that supports importing various formats of 3D model resources, including FBX, GLTF, OBJ, PLY, 3MF, and STL formats. With DataMesh Importer, you can intuitively understand the structure and basic attributes of the imported model, quickly preview the running effect of the model on different devices and adjust and edit the material properties of the model to optimize the rendering effect.

DataMesh Importer also supports one-click upload of models to the cloud resource library of DataMesh FactVerse, facilitating team collaboration and resource sharing. At the same time, when used in conjunction with DataMesh Studio, it can easily add 3D models to presentations, providing users with an efficient 3D content creation tool.

Reference

Every element in the scene has a 3D coordinate that tells us the location of its center relative to the origin point, which is at 0,0,0. The three numbers in the coordinate represent the X, Y, and Z axis values respectively. When facing the origin point from the front, the X axis spans from your right to your left, the Y axis spans from up to down, and the Z axis spans from forward to backward. In each case, the value of the axis increases towards the former direction and becomes negative and decreases towards the latter direction once it reaches the origin point. Keep in mind that these directions are liable to change based on the rotation of your perspective.

In the example below, you can see both an origin point and a point that is located at (7, 3, 4). When viewing the origin point from the front, the point will appear to be 7 units to the right, 3 units above, and 4 units in front of the origin point. On the other hand, if we were to see a point that is located at (-7, -3, -4), it would appear to be 7 units to the left, 3 units below, and 4 units behind the origin point.

Assessment

When you have permission to access learning management (set by the administrator on the DataMesh FactVerse platform), you can use the assessment feature in DataMesh Studio to create training and assessment scenarios.

You can set up user interactions with the scenario by adding link actions or interaction positions to elements, thus creating scenarios with assessment tasks and scoring. Through these interactive actions, users can complete assessment tasks, and their performance can be evaluated and assessed based on their actions.

Concepts

Tasks

In DataMesh Studio, tasks refer to functional modules used to assess and evaluate user performance in scenarios. By defining task scoring rules, users’ actions can be quantified and evaluated, thereby enhancing learning and work effectiveness.

DataMesh Studio supports two types of tasks, each corresponding to different types of interactive operations, and can set corresponding scoring rules:

1. Progression tasks:

    • Description: Progression tasks involve triggering page or scene transitions through user clicks on buttons, models, or sub-objects in the scene that have link actions added.
    • Interactive operations: Link actions.
    • Application scenarios: Progression tasks can be used for creating multiple-choice questions, such as selecting the correct operational steps. Users answer questions by clicking options, and selecting the correct answer navigates them to the corresponding feedback page.
    • Scoring rules: Scores are based on the pages or scenes users navigate to, and the time taken to complete the navigation.

2. Interaction tasks:

    • Description: Interaction tasks require users to move and rotate elements or objects within the scene to place them in specific target positions and orientations.
    • Interactive operations: Interaction position.
    • Application scenarios: Used to train users in precise operations and placements within virtual environments. For example, moving a tool to a specified location or rotating a component to the correct angle.
    • Scoring rules: Scores are based on whether users correctly place objects at the target position and orientation.

Interaction position

In DataMesh Studio, interaction position is a type of interactive operation used to define the initial and target positions (including position and rotation angle) of a model or its sub-object during interaction. In assessment functions, interaction positions can be used to set operations for moving or rotating objects, thereby defining the correct actions users should perform.

Select a model or its sub-object and click on Set Interaction Position in the attribute panel to edit the target position for moving or rotating this model or sub-object.

Initial Position: The specific position and rotation angle of the model at the start of the interaction.

Target Position: The position and rotation angle that the model needs to reach by the end of the interaction.

Task categories

Task types are used for categorizing and managing different tasks, making grade calculation and task management clearer and more efficient.

When setting the passing score for a task category, the following constraints and rules should be followed:

    • Total score constraint: The total score of all tasks within the task category should be greater than or equal to the passing score of the task category. This ensures that even if users fail to complete all tasks, they can still pass the assessment as long as they meet a certain standard.
    • Reasonable allocation: The passing score should be reasonably allocated based on the difficulty and total score of the tasks. The passing score should neither be too high nor too low, reflecting the requirement for users to meet the basic operational standards.

For example, consider a task category consisting of the following tasks:

    • Task 1: Maximum score of 50 points, scored based on results.
    • Task 2: Maximum score of 30 points, scored based on time.
    • Task 3: Maximum score of 20 points, scored based on results.

The total score is 100 points. In this case, a reasonable passing score could be set at 60 points. Users need to complete more than half of the tasks and achieve a certain level of performance to pass.

Create an assessment task scenario

Create interaction operations

Before creating the scenario for the assessment task, it is necessary to create link actions or interaction positions for interactive elements based on the category of interaction task.

1. Create link actions: For more information, please refer to the link section.

2. Create interaction positions:

a) Select the element and click on Set Interaction Position in the attribute pane.

b) After entering interaction editing mode, the workspace will indicate “Set Interaction Position”, and the selected model will have a blue highlighted outline (distinguished from the selected area of the model), supporting model dragging, rotation, and height adjustment.
c) In the attribute pane, proceed with interaction position settings. For example, customize the interaction name, set the target position of the element, etc.

The interaction position settings pane is shown in the following figure:

    • Interaction name: Customizable, supports modification
    • Initial position: Initial position and rotation angle of this element.
    • Target position: Similar to initial position accuracy, customizable. Supports displaying the dragged position of the model in real time.
    • Rotational lock-on: Optional. When selected, you can set the rotation lock-on range. Within a certain error range of the target rotation angle, it can lock on automatically. The lock-on range is customizable and supports up to four decimal places.
    • Positional lock-on: Optional. When selected, you can set the positional lock-on range. Within a certain range of the target position, it can lock on automatically. The lock-on range is customizable, unit in meters, and supports up to four decimal places.

d) Click on the x to exit interaction editing. In the pop-up prompt box, click the Yes button to save this operation.

Task category management

In DataMesh Studio, the Task category management feature supports users in customizing and creating task categories for easier task management and displaying scores for each category of tasks in the results.

Create task category

1. Open the task list pane

Click Assessment in the menu bar, then select the Task option to open the Task List pane.

2. Access the task category list

In the top right corner of the Task List pane, click on Task Category Management to open the Task Category List.

3. Set task categories

a) In the Task Category List, click the Add button to open the Task Category window.

    • Total available points: User-defined, used as the base score.
    • Passable: Check this option and enter the passing score; this task category will participate in scoring with the specified passing score.

In the Task Type window, enter the task type name, set color, initial score, participation in scoring, and other parameters.

b) In the Task Category window, enter the task category name, set color, initial score, passable, and other parameters.
c) Click Confirm to complete the creation of the task category.

Edit or delete task categories

In Task Category Management, you can edit or delete task categories. Here are the specific steps:

1. Open the task list pane

Click Assessment in the menu bar, then select the Task option to open the Task List pane.

2. Access the task category list

In the top right corner of the Task List pane, click on Task Category Management to open the Task Category List.

3. Edit task categories

a) In the Task Category List, find the task category you want to edit.
b) Click the edit button on the right side of the task category to open the Task Category edit window.
c) In the edit window, you can modify the task category’s name, initial score, color, passable, and other parameters.
d) After making changes, click Confirm to save the changes.

4. Delete task categories

a) In the Task Category List, find the task category you want to delete.
b) Click the delete button on the right side of the task category, and the task type will be deleted.

Create tasks

DataMesh Studio provides two types of task templates for your selection:

    • Progression
    • Interaction

Create progression tasks

The steps for creating a progression task are as follows:

1. Click Assessment in the menu bar, then select the Task option.

2. In the task list of the property pane, click the Add button to open the Task Template window.

3. In the Task Template window, select Progression and click Confirm to open the Add task window.

Task category (required): The task category to which the task belongs, which needs to be created in advance in task category management.

Trigger condition: The condition under which the task is triggered, for example, trigger condition could be page number = 1, which means the task is triggered when reaching the first scene and the user should execute the task in this scene.

Completion condition: Conditions that need to be fulfilled to complete the progression task. For example, page number = 3, which means when the user clicks on a button, model, or sub-object in the scene to navigate to the third scene page, then the task is completed.

Scoring rules:

    • Direct Scoring: Users immediately receive a score upon completing the page progression task.
    • Time-based Scoring: Score based on the time taken by the user to complete the task.

4. In the Add Task window, fill in the task name, trigger condition, completion criteria, scoring rules, and then click Confirm to complete adding the task.

5. The added task will appear in the task list.

Create interaction tasks

The steps for creating an interaction task are as follows:

1. Click Assessment in the menu bar, then select the Task option.

2. In the Task list of the attribute panel, click the Add button to open the Task Template window.

3. In the Task Template window, select Interaction, and click Confirm to open the add Task window.

Task category: Specify which task category this task belongs to.

Interaction ID: Each interaction action within a scene corresponds to a unique Interaction ID. When setting assessment tasks, it is necessary to bind the assessment task with the Interaction ID, meaning that one assessment task corresponds to all interaction actions within one scene.

Scoring rules:

    • Direct Scoring: Users receive points immediately upon completing specified interaction actions.
    • Result score: Evaluation based on the correctness of interaction outcomes. For example, whether the model accurately moved to the target position.

Modify scenario play mode

When a scenario is created with the purpose of testing viewers, some scenarios can have a linear progression through their scenes, while others may need to jump around between scenes using the link action. The navigation window allows you to control how viewers are able to navigate between scenes, ensuring that they cannot skip forwards or backwards in an unintended order.

To modify the scenario playback mode, you can click on the scenario menu, select Modify Play Mode.

In the window of Modify Play Mode, check or uncheck the option for “Enable Stage Traversal” as needed. When this option is checked, you can navigate scenes by clicking the page turn button while playing the scenario in the training mode of DataMesh One.

Enable Stage Traversal: If this option is enabled, viewers can freely travel to the next scene whenever they want. Disabling this option ensures that they have to fulfill any conditions you have set before moving forward.

Enable Table of Contents: When this is enabled, viewers can see the table of contents, and select any scene that it contains in order to travel to that scene.

Exercise: Create a “Cabinet Standard Operation” Scenario

Objective: Using “Cabinet Operation Training” scenario to create a scenario with assessment tasks in DataMesh Studio.

Import Scenario

1. Download the following scenario.

2. Extract the scenario file.

3. On the homepage of DataMesh Studio, click the Import button.

4. In the Open Scenario window, select the scenario file “Cabinet Operation Training.dirpkg” and click Open.

5. Choose the directory to save scenario resources, import the resources, and open the scenario.

6. Click the Save button to save the scenario, naming it “Cabinet Standard Operation”.

Set the interaction position for using the key to open the cabinet door

1. In the timeline, select “Scene_2”.

2. In the element list, choose the “KEY” model.

3. In the attributes pane, click the Set Interaction Position button.

4. In the interaction position pane, change the interaction name to “Unlock the cabinet door with the key”.

5. In the workspace, move and rotate the key model to set the target position (location, rotation) parameters for creating the operation of using the key to open the cabinet door.

6. Set the rotational lock-on range to (20, 20, 20), and the positional lock-on range to “0.05” meters. This way, during the assessment task, when users move the key within a 5-centimeter error range of the target position and within a 20-degree rotation range, the key will automatically lock on and the task will be judged as successfully completed.

7. Click x to exit interaction position editing. In the pop-up prompt box, click the Yes button to save this operation.

Create a demo animation of opening the cabinet door with a key

1. In the timeline, select “Scene_3”.

2. In the element list, choose the “KEY” model.

3. In the attributes pane, click the Movement button to add a movement action.

4. Move the KEY model to the position of the lock.

5. Click the  button in the attributes pane to add another movement action to simulate the unlocking action.

Set the interaction position for pressing buttons

1. In the timeline, select “Scene_5”.

2. In the element list, select the “Green Button” model.

3. In the attributes pane, click the Set Interaction Position button.

4. In the interaction position pane, perform the following settings:

a) Set the interaction name to “Press the green button”.
b) Modify the Y coordinate value of the button.
c) Set the positional lock-on range to “0.05”.

5. Click x to exit interaction position editing. In the popup prompt box, click the Yes button to save this operation.

6. In the timeline, select “Scene_6”.

7. In the element list, select the “Red Button” model.

8. In the attribute pane, click the Set Interaction Position button.

9. In the interaction position pane, perform the following settings.

a) Set the interaction name to “Press the red button”.
b) Modify the Y coordinate value of the button.
c) Set the positional lock-on range to “0.05”.

10. Click x to exit interaction position editing. In the popup prompt box, click the Yes button to save this operation.

Set the interaction position for opening the tank lid

Rotate the tank lid to the open status.

1. In the timeline, select “Scene_7”.

2. In the element list, choose the “Lid” model.

3. In the attributes pane, click the Set Interaction Position button.

4. In the position interaction pane, perform the following settings:

a) Interaction Name: “Open the tank lid.”
b) Target position:

    • Position:(0.04,0.6,-0.3)
    • Rotation:(0,270,0)

c) Rotational lock-on: (30,30,30).
d) Positional lock-on: “0.1”.

5. Click the x to exit interaction position editing. In the popup prompt box, click the Yes button to save this operation.

Create a demo animation of opening the tank lid

1. In the timeline, select “Scene_8”.

2. In the element list, choose the “Lid” model.

3. In the attributes pane, click the Movement button.

4. Set the model position as (-0.04,0.6,-0.3) and rotation angle as (0,90,0).

Set the interaction position for closing the tank lid

Rotate the tank lid to the closed status.

1. In the timeline, select “Scene_8”.

2. In the element list, choose the “Lid” model.

3. In the attributes pane, click the Set Interaction Position button.

4. In the position interaction pane, perform the following settings:

a) Interaction Name: “Close the tank lid”
b) Rotational lock-on: (30,30,30)
c) Positional lock-on: “0.1”

5. Move the tank lid back to its original position in the cabinet.

6. Click x to exit interaction position editing. In the popup prompt box, click the Yes button to save this operation.

Create an assessment task for cabinet standard operation

1. Adding the task category “Standard Operation of Cabinets”:

a) Click on Assessment in the menu bar, then select the Task option.

b) In the attributes pane, click the Task Category Management button.

c) In the Task category list, click the Add button to open the Task category window.
d) In the Task category window, configure the task category for standard operation of cabinets:

    • Category Name: “Standard Operation of Cabinets”
    • Color: Green
    • Tick “Passable”
    • Passing score: 60 points

e) Click Confirm to complete the creation of the task type.
f) Click < to go back to Task List.

2. Create the assessment task “Open Cabinet Door with a Key”:

a) In the Task list pane, click the Add button to open the task template window.
b) In the Task template window, select the option for Interaction scoring, then click Confirm to open the add task window.
c) In the Add task window, create the assessment task “Open Cabinet Door with a Key”:

    • Task Name: “Open Cabinet Door with a Key”
    • Task Category: Standard Operation of Cabinets
    • Interaction ID: ID:1 (corresponding to the interaction action set in step 2, “Unlock the cabinet door with a key”)
    • Scoring Rule: Result scoring, +20 points for successful operation.

d) Click “Confirm” to complete the creation of the “Open Cabinet Door with a Key” assessment task.

3. Creating other assessment tasks: Follow the steps for creating the “Open Cabinet Door with a Key” assessment task to create additional assessment tasks.

    • “Press the green button”
    • “Press the red button”
    • “Open the water tank lid”
    • “Close the water tank lid”

4. In the Task list pane, click the Close button .

5. In the prompt window, click Yes to save the tasks.

6. Click the Save button to save the scenario.

7. Click the Play button to preview the scenario’s effect.

This example outlines the setup steps for 5 interaction positions. You can continue adding other standard operation assessment tasks as needed in the scenario or add progression assessment tasks to create multiple-choice questions.

Actions

Actions are the basis of scenario expression and interactive capability.

Actions are the basis of scenario expression and interactive capability. After selecting an element, click the  button in the upper right corner of the attributes pane. An action menu for adding actions will appear. Clicking the action option in the menu to add the corresponding action to the element. Depending on the type of the element and its current state, the available action options may vary.

For models, typically you can add the following six types of actions:

    1. Movement: Effects that alter the position, rotation, and size of the model or sub-elements.
    2. Disassemble: Action effects that disassemble or spread sub-elements within the model.
    3. Section cut: Create a section cut effect on the model to show its internal structure.
    4. Disappear: Create an effect that makes the model disappear.
    5. Link: Link the model to another scene. Jump to the target scene by clicking the model.
    6. Change color: Effects that change the color of the model or sub-elements.

If the model comes with built-in animations, you can also configure animation options. For attachment elements and tools, you can only add pose adjustments, disappear actions, and link actions.

Action Sequence: Multiple actions can be added to an element in the same scene, and clicking on a bar in the action list provides easy access to them.

Appear is the initial configuration option of all elements, allowing you to define the position, rotation, and scale of an element when it appears in the scene, as well as the duration of the appearance.

When you add an element to the scene, you can drag and rotate it to adjust its position and rotation. Additionally, you can make precise parameter adjustments to the Appear action properties of the element to further customize its appearance.

    • You can use the Position and Rotation settings to adjust the initial pose of an element. The Position setting determines the location of the element’s center in the scene’s coordinate system. For more information on position coordinates, please refer to How to understand 3D coordinates in the scene.
    • Reset All: The Reset All button allows you to restore the positions of all child objects of the model relative to the parent object.
    • Scale: The Scale setting is used to adjust the size of the model in the scene. You can still modify this configuration by using pose adjustment action in subsequent scenes.
    • Appear type: The default Appear type setting is Zoom, which means that the model will appear by gradually scaling up from the center point during playback. If set to Left or Right, the model will move a short distance in the corresponding direction and then stop at the designated appearance position.
    • Duration: The default duration is 1 second, which represents the length of time it takes for the Appear action to complete, from the start to the end.

The Movement action can make the elements in the scene move along a straight or curved path, and change their position, rotation angle, and size through operations such as moving, rotating, and scaling. By adding movement actions, you can create various dynamic effects for elements, such as acceleration, deceleration, or uniform motion.

How to move an element in a straight path

The Movement action enables an element to move along a straight path.

Here are the steps to add and set the Movement action for an element to move along a straight path:

    1. Select the element you would like to move during the scene.
    2. Click the button next to the element’s name in the attributes pane and select the Movement option from the drop-down menu.
    3. Move the element in the workspace to change its position or fine-tune the movement parameters in the attribute area, and then set the Duration of the movement action.
    4. By selecting the Movement Type, set the speed of the movement action.
      • Uniform: The role’s movement speed remains constant throughout the motion.
      • Accelerate: The movement gradually accelerates to full speed.
      • Decelerate: The movement gradually decelerates from full speed.
      • Organic: The movement accelerates to full speed, maintains the speed, and then decelerates to rest.

How to move an element in a curved path

You can also use the Movement action to make an element move along a curved path.

Here are some of the attributes that you will need to know to move an element in a curved path.

    • Curved Path: This option is disabled by default. Enabling this option allows the role’s path to curve around control points.
    • Face the Path: When this option is enabled, the element will always face the direction that it is moving.
    • Control Point: These are points along the element’s path that guide the way that the path curves. You can set as many as you want, and setting multiple points along one curve allows for more gradual and smoother movements.

The following are steps to add and configure elements to move along a curved path in the movement action:

    1. Select the element you would like to move in the scene.
    2. Click the button next to the element name and select Movement.
    3. Check the Curved Path option.
    4. Adjust model position, rotation, and scale and click Create a control point at the current position.
    5. Repeat Step 4 to create other control points for the curved path.
    6. Adjust the position and curvature of the control point to make the curved path smoother.
    7. Configure Duration and Movement Type of the movement.
    8. Click the Play button to preview the effect of the movement action.
    9. Fine-tune the settings of the movement action for the curved path as needed.

Some models come with their own predefined animations, which can be configured in the Action. When a model contains animations, we can configure the animation of the model in DataMesh Studio, such as setting the playback mode and duration of the animation.

Here are the steps to configure the animation of a model:

1. Select the model in the Elements pane.

2. Click the button in the attributes pane and select the Configure Animation option.

3. In the attributes pane, you can see all the animation names that the model contains.

4. You can select the animation you want to configure, set its playback mode to Play Once or Play Loop, and modify the Duration of the animation.

You can add a Disassemble action to any element that contains sub-elements. By default, the Disassemble action will expand all primary sub-elements under the element. You can set the disassemble effect for all sub-elements in a Disassemble action, or you can continue to add Disassemble actions for sub-elements that contain lower-level sub-elements, thereby achieving an outward-to-inward sequential expansion effect.

Add a Scatter action

To add a Disassemble action for a selected element or sub-element, click the button next to the element name in the attributes pane. Then, in the action menu, select Disassemble. This will add a Disassemble action to the element or sub-element.

In the Disassemble attributes pane, you can choose between two types of disassembly effects: Exploded and Axial.

    • Exploded: This option separates sub-elements by pushing them outwards from the center of the parent element. By adjusting the Distance slider or value, you can modify the distance of the sub-element from the parent element.
    • Axial: This option arranges sub-elements in a straight line along an axis. By adjusting the Distance slider or value, you can change the spacing of elements in the line. The Direction option refers to the direction in which the sub-elements are arranged.

Exercise 1

To achieve the Disassemble configuration for a monster model and one of its arms within a Disassemble action, you can follow these steps:

1. Select the monster model in the scene.

2. In the attributes pane, click the button next to the name of the monster model, and select Disassemble in the action menu.

3. Configure Disassemble Type, Range or Distance and Duration.

4. In the workspace, click to select the right arm of the monster model.

5. In the attributes area, Enable the Disassemble action for the arm, and set Disassemble Type, Range or Distance and Duration.

6. Select the monster model again in the workspace, you can see there is only one Disassemble action in the action list.

Exercise 2

To add a separate Disassemble action to the right arm of the monster model, you can follow these steps:

1. Select the monster model in the scene.

2. In the attributes pane, click the button next to the name of the monster model, and select Disassemble in the action menu.

3. Configure Disassemble Type, Range or Distance and Duration.

4. In the workspace, click to select the right arm of the monster model.

5. In the attributes pane, click the button and select Disassemble in the action menu.

6. Configure Disassemble Type, Range or Distance and Duration.

7. Reselect the monster model in the workspace, and you will notice that the action list in the attributes area now displays two disassemble actions. The first disassemble action pertains to the Disassemble action effect of the entire monster model, while the second disassemble action specifically applies to the arm.

Reassemble

Reassembling means removing the Disassemble effect that has been applied to the model, thereby restoring it to its original state.

You can follow these steps to remove the Disassemble action:

1. Select the disassembled model in the workspace.

2. In the attributes pane, click the button next to the model’s name and select Disassemble in the action menu.

3. Check the Reset option.

4. This will cause all the previously separated sub-elements to merge together to form the original model.

This action allows you to show the interior of a model by ‘cutting’ into it, which is an effective way to show how a model’s physical counterpart might function. You can adjust which part of the model is removed, how long the cut animation takes, and which direction the cut is made in.

Add a section cut action

To add a section cut to a model, follow these steps:

1. Select the model that you want to add a section cut to.

2. Click the button near the element’s name in the attributes pane and select the Section Cut option.

3. The Removal Cube will appear in the workspace, which is a transparent blue cube with three lines that represent each axis. This cube allows you to choose the section of the model that you want to remove. You can drag and rotate the Removal Cube in order to customize your desired cross section, and its position can change whether the model is cut in half, or if a corner is removed.

4. Configure the section in the attributes pane.

You can configure cross section action as follows:

    • Animation Direction: The section animation consists of your chosen section fading out in an axis relative to the Removal Cube. This option allows you to choose which axis the fade occurs in.
    • Removal Corner: The position of the point where the three faces of the section body intersect. This shows you the point where all three of the Removal Cube’s axes meet. You can also manually input the point’s coordinates for extra precision.
    • Removal Axis Angle: Each field represents the angle of one axis of the removal cube. You can manually input the angle in order to change which direction the removal cube is facing.
    • Preset: We provide a variety of presets that you might find helpful when choosing your cross section. Each preset has a corner of the model removed, along with a visual guide to help you choose the right one for you. In the visual guides, the blue cube represents your model, and the yellow cube represents the removed section. In addition, the visual guides rotate along with your perspective of the model in the workspace.

5. Click the Preview button to check the section action effect and adjust it according to the effect.

When cross sectioning an element, the default behavior is that all of its sub-elements inherit the cross-section effect. If you would like a specific sub-element to not be affected, follow these instructions below.

1. Select the sub-element that you would like to be exempt from the cross sections effect.

2. In the cross-section settings, toggle the Enable option so that it is active, select the Reset checkbox, and make sure the Animation Direction is set to None.

Repair a cross section

After cross-sectioning a model, you may want to reverse the process afterwards. You can simply remove the cross-section action, which will cause the model to suddenly be full again during the next scene, or you can repair it using the same animation for consistency. Here are the steps to do so.

1. Select the cross sectioned element that you want to repair.

2. Click the button next to the element’s name in the attributes pane and select Section cut from the action menu.

3. In the Section cut settings in the attributes pane, make sure that the Reset checkbox is checked.

4. Configure the Section action through the settings of Animation Direction, Removal Corner, Removal Axis Angle, Preset and Duration.

5. Click the play button to preview the effect of removing the section and make section adjustments as needed.

When previewing a scenario or playing it in DataMesh One, you can easily navigate to the target scene by clicking on a model or sub-object that has a Link action associated with it.

Note: If the target scene is deleted, the link will become inactive. In addition, links are only active during the scene that they first appear in. To add another link to the model in a different scene, you must first remove the original link, then add the new link.

To add a Link action to a model or sub-object, follow these steps:

1. Select the element you would like to attach a link to.

2. Click the button next to the element’s name in the attributes pane and select the Link option.

3. In the Link Settings in the attributes pane, make sure the Disable option is unchecked, and then select the scene you would like the model to be able to jump to using the Link Scene option.

4. Once linked, the role will have a glowing blue box that signifies the link’s area. You can drag the surrounding blue cones in order to move this link area to your liking.

This action allows you to remove an element during any scene after the scene where it was first placed.

The steps to add a Disappear action to an element are as follows:

1. Select the role that you would like to disappear.

2. Click the button next to the element’s name in the attributes pane and select the Disappear option.

3. In the Disappear settings in the attributes pane, select your preferred type. The Disappear type shrinks the element into its own center until it disappears and Left or Right makes the element move a short distance in the corresponding direction before vanishing.

The Change Color action is an animation effect that enables an element to change colors during the animation. It can be applied to any node of a model, whether it is the entire model or specific sub-objects. When you add the Change Color action to the entire model, the color changes will be applied to the currently selected model and all its sub-objects, allowing for dynamic and visually appealing color transformations.

Here are the steps to add a Change Color action:

1. Select the element that you want to change color during the scene.

2. Click the button next to the element’s name in the attributes pane and make sure that the Change Color action is enabled.

3. Then, set the color you would like the element to change to, the transform type, and the duration.

Transform Type

    • None: The color of the element will directly change to the specified color without any animation effect.
    • Gradual: The element’s color will transition into a new color over a period of time, creating a smooth and gradual change in color.
    • Flash: The element will rapidly alternate between its original color and the new color within a certain time frame, creating a blinking or flashing effect.

After adding the Change Color action, during the scenario playback, when the element performs the action, its color will change according to the settings.

Elements

In DataMesh Studio, elements are all the various types of objects that you can incorporate into your scene. This ranges from 3D models to attachment resources, built-in tool models, expanded tools, lights, cameras, and more. You can combine these elements together to create organic 3D scenes that can be used for display, training, and demonstrations.

Models

In DataMesh Studio, you can convert a variety of 3D model files into models, which can then be found in your resources tab. To use a 3D model, you need to create it using an external application program and then upload it to the resources of the FactVerse platform.

Supported file formats for models include .fbx, .glb, .obj, .stl, .3mf, and .ply.

Upload models

To utilize an external model in DataMesh Studio, you must first upload it through our FactVerse platform. There are two ways to do this:

    • Directly through FactVerse: You can upload model files directly on the platform. For detailed steps on how to upload a model file, please refer to DataMesh FactVerse User Manual.
    • DataMesh Importer: DataMesh Importer allows you to not only upload models, but also check their structure, materials, and adjust attributes such as color, transparency, metallicity, and smoothness. For more information, please refer to DataMesh Importer User Manual.

After uploading the model, you can add it to the scene by dragging and dropping it from the My Resources section in the Resources pane of DataMesh Studio.

Model element attributes

After dragging a model from the Resources pane to the scene in DataMesh Studio, the model will be placed in the scene and automatically selected. At this point, the attributes pane will display the initial attributes of the models, which include Appear, Model Attributes and IoT Data Binding.

Appear: This option controls how the model first appears onto the screen. For more detailed information, refer to Appear.

Model Attributes: These are settings specific to models, and can only be configured within the first scene that the model appears in.

    • Occlude: You can set a primary model as an occluder, where the occluder is transparent but capable of blocking the 3D content behind it. In MR mode, 3D content always appears in front of the real world. If you need real-world objects to occlude the 3D content, you can use the 3D model of those objects and set them as occluders. Although the occluder is invisible, it can block the 3D content behind it, creating the appearance of being occluded by real-world objects. The occlusion function works best when combined with scenario positioning.

Example: Suppose you have a table and you want the table to partially occlude a chair model. You can create a 3D model of the table and set it as an occluder. Although the 3D model of the table is invisible in MR mode, it can block the chair model behind it, making it appear as if the chair is partially obscured by a real table.

    • Scale Multiplier: This is a model-only attribute that increases the sensitivity of the Scale attribute based on the number that you enter. This allows you to make models bigger and smaller than the normal scale attribute allows.

IoT Data Binding: This allows you to import external data regarding the behavior of the model in your scenario, such as model movement, rotation, and color changes. This primarily is used to establish a connection between models and digital twin objects. For more detailed information about IoT Data Binding, please refer to DataMesh FactVerse DFS User Manual.

Attachment elements

Attachment elements refer to 2D resources such as images, videos, audio files, and PDF documents. They provide additional instructions for model structures, operation flows, guidelines, and more. These resources serve as valuable aids in enhancing the scenario experience. To use attachment elements, you need to upload the corresponding resources to the FactVerse platform. Once uploaded, you can easily drag and drop them from the My Resources section of the resources pane into the workspace of DataMesh Studio.

Images

Images in your scenario can be used as a background for your virtual environment, diagrams that showcase information that is hard to otherwise convey, and blueprints that present a secondary visual aid. This feature increases the effectiveness of your scenario, especially for visual learners.

Supported image formats in DataMesh Studio include JPG and PNG.

Always Face User: This toggles whether or not the image always faces the user, regardless of direction or viewing angle.

Audio

In DataMesh Studio, you can enhance the immersive experience of your scenarios by adding audio files that function as background music or sound effects.

We recommend using MP3 and OGG formats for audio files in DataMesh Studio.

To add audio files to the scene, you can simply drag and drop them from My Resources to the scene in DataMesh Studio. If you need to adjust the attributes of audio files, such as volume and loop playback, you can select the file and modify its settings in the attributes pane. If you want to remove audio files from the scene, you can select the audio element in the scene and click the delete button.

    • Background Music: This toggles whether this audio file is played in mono, where there is no sense of direction or dimensionality to the sound, or stereo, where the user’s position changes the direction and effect of the audio.
    • Hide During Scenario Playback: This toggles whether or not the audio file is visible when the scenario is in progress.
    • Autoplay: This toggles whether or not the audio file plays automatically.
    • Loop: This toggles whether or not the audio file restarts from the beginning once it has ended.
    • Volume: This allows you to adjust the volume of the audio file.

Video

In DataMesh Studio, you can add video files to the scene for presentation or demonstration purposes. The recommended video formats are MP4 and MOV.

    • Always Face User: When the option is enabled, the video will face the user to ensure the best viewing angle.
    • Autoplay: Similar to the audio element, determines if the video should play automatically.
    • Volume: Adjusts the volume of the video playback.

PDF documents

In DataMesh Studio, you can add PDF documents to the scene by dragging and dropping them from the resources pane. After adding a PDF file, you can set the default page number to be displayed in the attributes pane. This way, when you navigate to this scene in the scenario, the PDF file will show the specified page number.

Extensions

You can design and create custom tools in Unity following the provided tool production specifications. Afterward, use the DataMesh plugin to export your tools as a zip file. Once exported, you can open and view the zip file using DataMesh Importer. You can also upload the zip file to the FactVerse platform, making it available as a built-in tool for use in DataMesh Studio.

You can follow the steps below to add an extension tool:

1. Open the zip file in the Importer and click the Save button to upload the file to the FactVerse platform.

2. Open the libraries tab in the resources pane of DataMesh Studio.

3. Click the ellipsis ︙ icon next to the Extensions header and select New Extension from the drop-down menu.

4. In the New Extension window, fill in Name, and Type and select the extension file from the server.

5. Click Confirm. Once configured, you will see the newly added extension under the Extensions section.

Libraries

DataMesh Studio comes with a multitude of built-in tools which can be found in the libraries tab of the resources pane. These tools can help users in scenario creation. The method of adding these tools is the same as adding regular models: direct drag and drop.

Text

Text is used for showing information, explaining a concept, or describing the purpose of an element in the scene.

In DataMesh Studio, you can add three types of text: Textbox, Tag and Web Tools.

Textbox

You can add a textbox via dragging and dropping it to the workspace. In the first scene where the text is added, the text will automatically have an appearing animation effect. You can adjust its position and rotation angle just like adjusting a model and resize the text box by dragging its four corners. In the attributes pane below, you can enter the text content and press Enter to create line breaks. Additionally, you can modify the width and height of the textbox, background color, text size, text color, alignment etc. After checking Always Face User, the text will always face the user regardless of viewing direction.

AI Assistant

The AI Assistant feature in DataMesh Studio is built upon the FactVerse AI capabilities of the FactVerse platform. Users can generate textual content through conversation with the AI Assistant.

The workflow for using the AI Assistant is as follows:

1. On the FactVerse platform, create a knowledge base and an AI Assistant. If an AI Assistant is not configured, the system provides a default AI Assistant with no configuration. For more detailed information, please refer to the FactVerse User Manual.

2. In the workspace of DataMesh Studio, add a textbox.

3. Select the textbox, and in the right-side textbox attributes panel, you can see a FactVerse AI tool below the content box.

4. Click the switch icon to display a list of available AI Assistants for content generation. If there are no AI Assistants available for switching, the switch icon will not be displayed, and the system default AI Assistant will be used.

5. Enter a question, and the AI Assistant will automatically generate content and populate the textbox with it.

6. Click Text to speech button, and a Create audio window will pop up.

    • Language: The language of the audio file, currently supporting Chinese, English, Japanese, and Korean.
    • Gender: The gender of the voice for the audio.

7. After selecting the language and gender, click Confirm to create the voice.

8. Once created, you can click Audio Preview to listen to the generated audio. Clicking Confirm will add the generated audio content to the text box.

9. When editing the content of a textbox that already has generated audio, you will see a prompt saying, “The text content has been changed and does not match the audio.”
Note: This prompt will only appear once during editing. If you reopen the textbox, you will be reminded again when editing.

Tag

A Tag tool consists of a textbox, a connection line, and an anchor. After adding a tag, you can move it to the desired model by clicking and dragging the anchor point. The anchor point can attach to the surface of the model and move along with it, and the text box will adjust its position accordingly. The properties displayed in the attributes pane for the tag are like those for text boxes. You can modify properties such as the width and height of the tag’s textbox, background color, font size, font color, and alignment. Like text boxes, tags present a textual description to the user, but with the addition of an anchor point that can attach to another element.

Web Tools

Web Tools allows you to embed website content into a scene. You can drag and drop the Web Tools from the Text tools section into the workspace, and then configure the Website URL you want to embed in the attributes pane. During playback, the web tool will display the website on its screen. With the web tool, you can embed various online information, data, or real-time information directly into the scene, and can have simple interactions with the web page, resulting in a more vivid and intuitive presentation effect.

Components

Ruler

The Ruler can measure the distance of other elements by identifying their horizontal planes. Stretching the four corners of the ruler aligns both ends of the ruler with the ends of the target element, and the measured length is displayed in the middle of the ruler.

Ruler Attributes

    • Auto Measure: When this is enabled, the actual measurement length of the ruler is displayed above it. Otherwise, the content configured in the Text Attributes is displayed.
    • Left/Right Endpoint: The X-axis coordinate of the left/right endpoint is relative to the center of the ruler. Therefore, the Left Endpoint can only be entered as a negative value, and the Right Endpoint can only be entered as a positive value.
    • Color: This sets the color of the ruler element.
    • Size: This sets the size of the ruler element.

Button

The button is a tool that can be used to display information and control the order and duration of scenes.

In the attributes pane, you can change the label of the button, adjust its size and color, and set which scene the button will travel to when pushed.

Guide

The guide element is a 2D row of arrows that travel forward in a straight line. DataMesh Studio provides four guide style options that change the appearance of the arrows, and you can also modify the size and movement speed of the arrows.

You can find Guide in the Components of the Libraries of the Resources pane and drag it to the scene. In the attribute area, you can choose distinctive styles and control properties such as the size and position of the marker.

Light

Lights are used to enhance the lighting effects in the scene, improving the brightness and details of specific areas. When creating a new scenario, the system includes a default light element that operates simultaneously with ambient light. Users can add, delete, manually enable, or disable light as needed to adjust the scene’s brightness. Lights provide illumination for the scene and are automatically hidden during scenario previews to ensure they do not interfere with the scene’s appearance.

You can use the following ways to operate light:

    • Add a light: To add light, you can drag the Light component from Libraries of Resources to the scene. The newly added light will be displayed in the element list.
    • Delete a light: Select the light to be deleted and click the delete button in the toolbar. Please note that each scene needs to keep at least one light.
    • Edit light attributes: After selecting the light, you can edit the light attributes in the attributes pane area, such as light Color, Brightness and Generate Shadows.
    • Add movement to the light: You can add movement to the light which is used to simulate light movement, such as sunrise and sunset, and headlights of a moving vehicle.

Light Types

Directional Lights: This type of light illuminates the entire virtual environment in the same direction and can be thought of as sunlight. The light’s source does not come from the element itself, but from a distant point outside of the environment which can be adjusted by rotating the element.

Point Lights: This creates a localized light that illuminates the surrounding environment within a specified radius. Its brightness will decay with distance and will eventually disappear completely once you are out of its range. Point light is commonly used to simulate weaker light such as candles, lanterns, or light bulbs.

Spot Lights: This type of light narrows its range into a cone shape, similar to a flashlight. Its brightness also decays with distance, but the spread of its range will widen as well. Spot light is commonly used to simulate spotlights, flashlights, and classic desk lamps.

Color

In DataMesh Studio, the default color of a light is white. You can change the color of the light to change the color of the light that shines on the object. Generally, white lights are suitable for “ordinary” lighting used to shade objects.

Brightness

Brightness refers to the brightness of the light emitted by the light, which can be adjusted in the range of 0.01-5.00. By adjusting the brightness, you can change the brightness of the light shining on the object.

Generate Shadows

This option toggles whether or not elements generate shadows from this element’s light.

Shape

Our library also provides several 3D shapes for you to utilize, which include Pyramids, Spheres, Cylinders, Cubes, and Arrows. You can change the color of every shape, and there are multiple other customization options that are unique for each shape.

You can set attributes of the shape model in the attributes pane, such as shape, color, base area, and height of the pyramid.

Symbols

Our library includes several universal symbols that may be relevant based on the needs of your simulation: Correct, Incorrect, Warning, and Electricity Hazard. Symbols are important because they can be applied to multiple different situations and their meanings are instantly comprehensible regardless of language barriers or literacy levels, making your scenario more accessible to all viewers.

Hand Gestures

Our library includes three types of 3D hand gesture models: Hold, Reach and Point. These elements can be used to convey meaning, machine operation instructions, and examples of what not to do. The hands can be swapped between left and right in the attributes panel so that you can simulate both hands of the same person doing different things.

IoT Data Pane

IoT Data Pane can be used to display real-time IoT data and simulated data. You can select data in the attributes pane, and set the background color, font size, alignment, title and select digital twins.

IoT data binding

Click + Select Digital Twins, and a Digital Twin list will pop up. This list displays all the digital twins’ names under this account and supports searching by the digital twin’s name. After selecting digital twins, the original + Select Digital Twins UIwill change to the name of the selected digital twin. Click the name of the selected digital twins, you can select digital twins again.

For more details of IoT Data Binding, please refer to DataMesh FactVerse DFS User Manual.

Arrow

Our library includes many different arrows that can be applied to a multitude of different situations.

Special Effects

DataMesh Studio contains many special effects tools, including Lightening, Water Leak, Fire and Gas Leak.

You can drag special effects tool to the scene from Special Effects of Libraries of Resources pane and configure model attributes in the attributes pane.

The attribute descriptions for special effects are as follows:

    • Color: Changes the color of the special effect.
    • Life Cycle: Sets how long the special effect exists, in seconds.
    • Initial Speed: Set the initial speed of the special effect.
    • Particle Quantity: Set the quantity of particles included in the special effect.
    • Direction: Set the direction of particle movement in the special effect.

Camera

Similar to the light element, all scenarios start out with one camera. However, the camera cannot be deleted, and more cameras cannot be added. Since the camera defines what the viewer sees from the scenario, there has to be exactly one in every scene. By adjusting the camera’s position, rotation, and field of view, you can achieve various lens and motion effects. This capability enables you to incorporate diverse perspectives into the scenario, resulting in a more immersive and captivating experience for viewers of your scenario.

Camera Attributes and Camera POV settings are shown in the figure below:

Camera Attribute

    • Apply Camera Movement: This option is enabled by default, which means that any movement affects you have set for the camera will occur during the preview. If you are viewing a scenario made using previous versions of this application, you may need to deselect this due to compatibility issues.
    • Disable Preview Movement: This option is only available when the Apply Camera Movement setting is enabled. If this option is checked, users cannot move the camera during a preview, and can only follow the camera’s preconfigured path. If this option is not checked, users can freely adjust the camera angle during the preview.

Camera POV

There are two buttons under Camera POV:

    • Get Camera POV: This function changes your view of the scene to your camera’s current point of view.
    • Set Camera POV: This function changes the camera’s point of view to your current view of the scene.

How to move the camera in a straight line

When the view in the scene needs to change, such as bringing the camera closer or further away from the target position, orbiting or hovering around the target position, etc., you need to add pose action for the camera. After adding the action, dragging the camera with the mouse will show a straight-line path from the camera element’s initial position to the mouse position. At the same time, moving or rotating the camera will refresh the camera movement effect in the attributes pane.

You can follow below steps to add camera movement in straight line:

1. Click on the camera to select it, then navigate to the attributes pane and checkApply Camera Movement.

2. In the attributes pane, click the button  next to the element name, then select Movement.

3. To add a linear movement to the camera, make sure that the Curved Path option is disabled. Then, you can use either of the following two methods:

a) Method 1: Drag the camera to where you would like it to move to, and you can rotate it to change its angle as well. You should see a blue and white line connecting the camera to its old position, which represents the path that the camera will take to reach its new location.
b) Method 2: Change your view of the scene to what you would like the next camera angle to be, then select the camera in the elements pane. In the attributes pane, press the blue Set Camera POV button that is located underneath the Camera POV header. This will bring the camera to your location and set the camera’s point of view as what you currently see in the workspace.

4. In the attributes pane, you can change both the duration value to control how fast the camera moves to its new location, and the movement type in order to control its acceleration along the path.

5. Repeat Step 2-4 to add multiple linear camera movements. You can create a motion trajectory consisting of multiple straight-line segments, as shown in the figure below:

How to move the camera in a curved path

Camera movement in curved path is an advanced camera movement. By using at least three path points, you can freely configure the positions of these points to create various camera movements in curved path. Compared to camera movement in straight-line path, curved camera movements make your scenario more dynamic and visually impactful.

Camera movement in curved path is shown in the figure below:

To use curved camera movement, you need to enable the camera movement feature in Camera Attribute, and then add pose action to the camera. You can set Movement parameters such as Face the Path and Control Point to achieve the desired curve path effect.

Here are some of the camera attributes that you will need to know in order to move the camera in a curved path.

Curved Path: Enabling this option allows the camera’s path to curve around control points.

Face the Path: The camera direction always stays aligned with the path direction.

Control Point: These are points along the camera’s path that guide the way that the path curves. You can set as many as you want, and setting multiple points along one curve allows for more gradual and smoother camera movements.

The steps to create a camera movement in curved path are as follows:

1. Click to select the camera in the Elements pane and choose Apply Camera Movement in the Attributes pane to enable camera movement.

2. Click the button near the element name to add a Movement action to the camera.

3. In the attributes pane, set Duration and check Curved Path for the Movement action.

4. To add a curved movement to the camera, make sure that the Curved Path option is enabled. Then, you can use either of the following two methods:

a) Method 1: Drag the camera along the path you would like it to follow and press the button Create a control point at the current position in the attributes pane when you would like the path to curve. You can also rotate the camera before doing so, and the camera will turn in that direction during the motion. Depending on your desired path, you may need to add multiple control points per curve.
b) Method 2: Click on the blue button Set Camera POV to change your view to the camera’s point of view. Then, move your view around the virtual environment in the same way you would like the camera to move, and use the Create a control point at the current position button to set control points when you would like to curve the camera in another direction. The more control points you set, the more accurate the camera will be when replicating your movements.

5. Repeat the previous step until you have achieved your desired movement. You can also edit the position and rotation of your camera during previous control points by selecting a control point, then adjusting the camera accordingly.

Element operations

Add an element

To add an element to your scene, select the element from the resources pane and directly drag it into the workspace.

Hide or show an element

If you hover over an element’s name in the elements pane, a button will appear. Press this button to toggle the element’s visibility.

Delete an element

To delete an element, select it by clicking on its model in the workspace or its name in the elements pane. Then, press the delete icon in the toolbar or the delete button on your keyboard to remove the element from all scenes.

Note: Elements can only be deleted in their first appearance scene.

Select an element

To select an element, click on its model in the workspace or its name in the elements pane. A selected element will have an orange outline around it (blue for special elements like light and cameras), along with corner lines that can be dragged to change its size and buttons that can be dragged to rotate it or change its elevation. Dragging anywhere within the corner lines allows you to change the element’s position on the horizontal plane.

Adjust the movement of an element

When the element is in the state of the Appear action or Movement, you can position and adjust the posture of the element by panning, rotating, scaling, and adjusting the height.

Here are the simple steps to perform these operations:

    • Horizontal Movement: After selecting an element, you can drag it anywhere within the highlighted corner lines in order to move it across the horizontal plane. You can also manually change its X and Z coordinates in the attributes pane to fine-tune its new position. When the selection highlight is pink instead of orange or blue, this means that the model cannot be moved in its current state. This occurs when the element’s subcomponents are spread out due to the disassemble effect, or when the element is currently applying the cross-section effect.
    • Resize: After selecting an element, you can drag the corners of the selection box to change its size during the scene. You can also change its scale attribute, which will affect its size.
    • Rotation: After selecting an element, drag the rotation arrows above, below, or to the right of the selection highlight to rotate the element during the scene. You can also manually input the rotation angle in the attribute pane for precise adjustment.
    • Vertical Movement: After selecting an element, you can drag the double arrow icon to the left of the highlight up or down to adjust its vertical movement during the scene. You can also manually input the Y-axis value in the attribute pane.

Move an element via Directional Movement

Using the move tool can quickly and accurately move the element along a straight line, especially when you need to move the element to a precisely positioned location.

Here are the simple steps to drag the element along a straight line using Directional Movement:

1. Click Tools in the toolbar and select Directional Movement.

2. Select the element that you want to move in a straight line during the scene.

3. Three cone-shaped arrows will appear, which each correspond to an axis in the 3D space. Dragging an arrow will move the element along the corresponding axis in a straight line.

4. After dragging the element to the desired position, release the mouse button to complete the move operation.

Multiple selection

When you need to perform the same action on multiple elements at the same time, you can use the multiple selection operation. To do this, hold down the Ctrl key and add elements to your selection by clicking their model in the workspace or their name in the elements pane.

After selecting multiple elements, you can perform the following operations on them:

    • Move and rotate: Adjust the position and rotation angle of multiple elements by moving and rotating the multi-selected elements.
    • Copy and paste: Use Ctrl + C and Ctrl + V to copy and paste these elements.
    • Delete multiple selected elements: Click the delete button in the toolbar to delete multiple elements at once. Note: Sub-elements cannot be deleted.
    • Set the center point of multi-selected elements: You can set the central point of all the selected elements in the attributes pane, which affects their behavior when rotated.
      • Central Location: The center point is the central location of the bounding box for all selected elements. It is a default option.
    • Central Elements: Select one element as the center point from the selected elements.

Group elements

The grouping function behaves like a more permanent form of multiple selection; it combines multiple elements into a single entity and creates a new group element in the elements pane. To create a new group, select all elements that you would like to include, then press the group button  in the toolbar.

You can perform the following operations on the group:

    • Move and rotate: You can adjust the position and rotation angle of the group by moving and rotating it.
    • Ungroup: Select a group, then press the ungroup button in the toolbar to disband the group. This causes the group element in the elements pane to disappear, and all elements previously in the group will now behave independently of each other. If you had groups within the disbanded group, those elements would remain grouped.
    • Rename: The default name of a group is “Group” followed by a sequence number, such as Group1, Group2. After creating the group, you can modify the group name in the attributes pane.
    • Set the center point of the group: You can set the central point of the group in the attributes pane, which affects their behavior when rotated.
      • Central Location: The center point is the midpoint of the bounding box for the group. It is a default option.
      • Central Elements: Select one element as the center point from the group.

Note: When you click on an element that belongs to a group, the system will prioritize selecting the group. If you need to select a specific element within the group, click on that element when the group is selected.

Scenes

In DataMesh Studio, scenarios are organized into scenes. Each scenario can have one or more scenes, with elements like 3D models, images, videos, music, lights, and cameras.

Users can easily create, edit, and manage scenes to structure and control their scenarios. Smooth transitions between scenes ensure seamless and continuous storytelling.

Manage scenes

To manage scenes in DataMesh Studio, you can perform the following operations:

    • Create a new scene: Click the + button in the timeline to add a new scene at the end, or right click on a scene in the timeline and select Add Scene to add a new scene to the right of the selected scene.
    • Delete a scene: Right-click on the scene in the timeline and select Delete Scene.
    • Rename a scene: Select a scene in the timeline and click the edit button in the attributes pane to rename the scene.

Navigate the workspace

In DataMesh Studio, the workspace offers various functions to help you adjust and explore scenes efficiently.

You can change your view of the workspace by dragging and zooming. Here are some fundamental operations:

Orbiting

Press and hold the right mouse button anywhere in the workspace. The cursor will turn into a magnifying glass, and a blue reference plane will appear. Move the mouse left or right to rotate the scene horizontally and view the model from any angle.

Panning

To pan the scene, click on a blank area, hold the left mouse button, and drag the mouse left, right, up, or down.

Alternatively, hold the mouse wheel and drag it in the direction you want to move. This avoids selecting any objects and keeps the movement focused on the scene.

View height

To raise or lower the scene, hold down the Shift key and the left mouse button, then move the mouse up or down in a blank area of the scene. Move up to lower the scene and down to raise it.

Zoom

To zoom in and out of the scene, use the mouse scroll wheel. Scroll up to zoom in and scroll down to zoom out.

Reset view

The Reset View function is used to restore the scene view and focus the camera on a specific element. It automatically adjusts the camera to center the selected element. You can also double-click an element in the list to switch to that view.

Here’s what the Reset View options do:

    • Reset scene view: Click the reset button  in the top-right corner of the scene to return to the default view, which is centered in the very middle of the virtual environment.
    • Reset element view: Select an element and click the reset button to adjust the view to focus on the element from above.
    • Focus on the element: Double-click an element in the list to focus the view on that element.

View cube

The View Cube is in the top right corner of the workspace and consists of six sides representing view angles from the front, back, left, right, top, and bottom. This allows users to quickly center their view on selected elements from different directions. In addition, the cube provides an intuitive visual reference for which direction you are facing, ensuring that users can easily reorient themselves when they need to.

The view cube allows you to center your view on either the scene, or a selected element:

    • Centered on the scene center: If no element is selected, clicking on any face of the cube will focus your view onto the scene center from the direction that the face corresponds to.
    • Centered on the element: If an element is selected, clicking on any face of the cube will focus your view onto the element from the direction that the face corresponds to.

Projection modes

DataMesh Studio supports two projection modes: perspective projection and orthographic projection.

To switch the projection mode of the scene, you can click the projection toggle button  in the workspace.

1. Perspective Projection (Default)
Perspective projection is a projection mode where objects appear smaller when they are farther away from your view, and larger when they are closer.

2. Orthographic Projection

Orthographic projection is a projection mode where objects are the same size regardless of the distance away from your view. This provides a more technical view of the scene and is helpful when you want to easily access elements that are far away.

Set scene transitions

In scenarios with consecutive scenes in different locations, or if you would like to utilize dynamic camera movement, scene transitions are crucial for controlling the flow of the scenario.

In DataMesh Studio, there are several different ways to set scene transitions:

1. Attributes pane: You can configure scene transitions directly in the attributes pane. This allows you to define the transition type and specify the target scene. For more information, please refer to Set scene attributes.

2. Buttons: This allows viewers to navigate between scenes while the scenario is playing. For more details, please refer to Button.

3. Elements: Links allow you to give elements navigational properties when interacted with them. For more details, please refer to Link.

Set scene attributes

When you click the empty space in the workspace, the attributes pane will display the scene attributes.

The attributes of a scene will be shown as follows:

A. Edit Button + Scene Name: By clicking the edit button, you can rename the current scene name.
B. You can set scene transition during scenario playback, with the following two specific options available:
a) On Click: Users can switch to the next scene by clicking, suitable for scenarios where scene transitions require user confirmation to ensure sufficient time for understanding the current scene content.
b) Autoplay After: After setting a delay time (seconds), the scene will automatically switch to the next one after staying for the specified duration. This option is ideal for continuous scene playback, ensuring smooth transitions by automatically switching scenes after a set delay.
C. Set ground opacity: Adjust the slider to set the opacity of the ground, ranging from completely transparent to fully opaque, adapting to different scene requirements and visual effects.
D. Brightness of the rendering environment: Use the slider to adjust the overall brightness of the scene.
E. Position Mode: When QR codes or reference models for positioning are added to the scenario, the scene attributes will display positioning mode attributes. For ease of scenario editing (e.g., when reference models or QR codes obscure models in the scenario), you can choose to hide reference models or QR code.
F. Interaction Position: In scenes with added interaction positions, clicking the dropdown icon for interaction positions displays all interaction positions within the scene. For detailed information on interaction positions, please refer to the assessment function section.

Managing scene brightness

In DataMesh Studio, scene brightness is determined by two main sources:

    • Rendering Environment: Provides basic ambient lighting, determining the overall brightness and tone of the scene.
    • Light: Used to supplement lighting effects in the scene, enhancing brightness and details in specific areas.

You can refer to the following operations to manage scene brightness:

1. Adjust overall brightness
In the Scene attributes pane, slide the rendering environment brightness slider to adjust the overall brightness of the scene.

2. Enabling and disabling the light source

    • Enable: Select the light from Elements, then enable it in the attributes pane.
    • Disable: Select the light from Elements, then disable it in the attribute pane.

3. Add lights
Select the Light component from Libraries and drag it into the scene.

4. Delete lights
In the Elements, select the light, then click the delete button.

5. Adjust lights

    • Direct adjustment: Select the light from Elements and directly adjust its position in the scene.
    • Precise adjustment: Select the light from Elements, then precisely adjust attributes such as position, rotation angle, light color, brightness, etc., in the attributes pane.

For detailed information on light properties, please refer to the Light section.

Storyline

When your organization has access to the Storyline feature, you can use it to edit the navigation relationships between multiple scenarios, creating and exporting complex playback workflows. With an intuitive graphical interface, it’s easy to design and manage connections between scenarios and chapters, enabling smooth transitions and interactive experiences. In DataMesh One, you can play Storyline files and navigate scenario content with ease and flexibility.

Concepts

    • Storyline: A framework for defining playback and navigation relationships between multiple scenario scenes or chapters. Storyline files can be played in DataMesh One, controlling the sequence and navigation logic between chapters.
    • Story Node: The core element of a Storyline. Each node represents a scenario chapter. Connections between nodes define the playback order, enabling automatic transitions to the next chapter once the current one finishes.
    • Connection Point: Each story node has a connection point on both the left and right sides.
    • Outgoing Point: Located on the right side, each outgoing point can only connect to one target node. After the current node finishes playing, it automatically transitions to the connected target node.
    • Incoming Point: Located on the left side, it accepts connections from other nodes. A single incoming point can accept multiple connections from different nodes.
    • Transition Point: You can add multiple transition points to each story node. During playback, users can select different transition points to navigate to specific target nodes. Note that each transition point can only connect to one target node. For scenarios linked to a Storyline, you’ll need to configure trigger commands for transition points. These triggers allow users to interact with the Storyline—such as clicking on a model or button—to return to or jump to the target node, enabling dynamic and flexible navigation.

Storyline editing interface

Menu bar

    • File: New Scenario, New Storyline, Open, Save, Save As, Export, Close, Exit.
    • Edit: Undo, Redo.
    • Settings: Language, Account, Upload Logs, About.

Toolbar

Icon

Description

       

Home Button: Click to return to the homepage. If there are unsaved changes to the storyline, you will be prompted to save.

Save Button: Save a new or modified storyline.

Undo Button: Undo the last action.

Redo Button: Redo a previously undone action.

New Button: Create a new story node.

Delete Button: Delete the selected node or element.

Center Button: Center the canvas view on the Storyline content.

Play Button: Preview the Storyline by simulating the navigation logic between story nodes.

Canvas

The central area of the interface serves as the canvas, where users can add and edit story nodes and define connections between them.

Basic canvas operations

    • Move the Canvas: Click and hold the left mouse button in an empty area to drag the canvas, or hold the spacebar while dragging to avoid accidentally moving nodes.
    • Move Nodes: Click and hold the left mouse button to drag a node (outside of its connection areas).
    • Create a New Node: Double-click in an empty area of the canvas to create a new node.
    • Zoom In/Out: Hold Ctrl and scroll the mouse wheel up or down to zoom in or out, centered on the cursor position.
    • Scroll Vertically: Use the mouse wheel to scroll the canvas up or down.
    • Connect Nodes: Drag from a node’s outgoing point to another node’s incoming point, or vice versa, to create a connection.
    • Reset View: Click the Center button in the top-right corner to reset the canvas view to the center of the Storyline.
    • Undo: Press Ctrl + Z to undo your last action.
    • Redo: Press Ctrl + R to redo an undone action.
    • Delete Nodes or Connections: Select a node or connection and press Delete to remove it.
    • Select Multiple Nodes: Hold Ctrl and click nodes with the left mouse button. Selected nodes will be highlighted with a blue border.

Storyline editing

Create a storyline

Follow these steps to create a storyline:

1. Create a storyline: Click the New Storyline button on the homepage to open the canvas interface.

2. Set up the canvas: Use the left mouse button to drag the canvas or use the mouse wheel to zoom in or out.

3. Add story nodes: A newly created Storyline includes a default Start Node. This node only has an outgoing point (no incoming point) and cannot add transition points. To add new story nodes, either double-click in an empty area of the canvas or click the New Node button in the toolbar.

4. Configure story nodes:

a) Edit node name: Double-click the node name area to modify it. Use specific and descriptive names to improve readability, ideally reflecting the node’s function, purpose, or relation to the overall Storyline theme.

b) Select a Scenario: Click Select to open the scenario selection window. Choose the relevant scenario file and click Open.

c) Select a Chapter: After selecting a scenario, choose “All” or a specific chapter from the chapter list. “All” refers to all chapters or scenes in the scenario.

5. Add transition points:

a) Click Add transition point to create jump points for a node. Each node can have up to 25 transition points. To remove a transition point, click the delete icon next to it.

b) Rename transition points: Name them based on their destination or purpose, such as “Navigate to scene A” or “Return to the start point,” to clarify navigation paths.

6. Connect story nodes: Drag from a node’s Outgoing Point or Transition Point, holding the left mouse button, to another node’s Incoming Point to create a connection. To delete a connection, select it and press Delete.

7. Adjust the layout: Rearrange nodes and connections on the canvas by dragging them to create a clearer, more organized layout.

8. Save the storyline
a) Click the Save button in the toolbar to save your work.
b) Alternatively, use Save As to save the Storyline under a new file name.

Configure storyline transition

The storyline transition feature allows users to navigate between branches during playback. When a configured button or model hot zone is activated, the system looks for a transition point in the current node that matches the trigger command and navigates to the target node connected to that transition point. If no transitions are configured, users can only switch between branches using the playable node list.

To enable storyline transitions, you need to add buttons or models in the chapter linked to the node:

    • Model Transition: Add a link action to a model and set a trigger command to activate the storyline transition.
    • Button Transition: Add a transition button and assign a trigger command.

Button transition

You can add a transition button to a chapter linked to a node, allowing users to click the button to navigate to a target node.

For example, the steps below demonstrate how to add a button in the “Tool Guide” node that lets users jump to the “Action Guide” node during playback.

1. Select the Node: In the Storyline editor, find the node where you want to add the transition, such as the “Tool Guide” node.

2. Add a transition point: Click Add Transition Point to create a transition point in the “Tool Guide” node and name it “Jump to Action Guide.”

3. Connect the transition point to the target node: Drag from the Outgoing Point of the transition point “Jump to Action Guide” to the Incoming Point of the “Action Guide” node to create a connection.

4. Save the storyline: Click Save in the toolbar to save the storyline file.

5. Open the associated scenario: Double-click the scenario name in the “Tool Guide” node to open the associated scenario. The editor will automatically navigate to the first scene of the relevant chapter.

6. Set up the transition button: In the scene page of the chapter, add a button and configure the trigger command for the storyline transition:

    • Function: Select “Trigger Storyline Transition.”
    • Trigger event: Enter the transition point name in the current node, such as “Jump to Action Guide.”

Note: The trigger command must exactly match the name of the transition point in the current node.

7. Configure Button Disappearance (Optional): If you want the button to disappear after a specific scene, set up a “Disappear” action for the button in the relevant scene to control its visibility in later scenes.

8. Save the scenario: Click Save button in the toolbar to save your scenario changes.

9. Return to the Storyline Editor: Click the Back button to go back to the Storyline editor.

Model transition

You can also trigger storyline transitions through link actions assigned to models. When a user clicks on a model’s interactive hot zone, the system transitions to the specified target node, enabling branch transitions in the storyline.

Steps to configure:

1. Select node: In the storyline editing interface, locate the node where you want to configure the transition.

2. Add a transition point: Click the Add transition point button to create a transition point for the node.

3. Connect the transition point with the target node.

4. Save storyline

5. Open the associated scenario: Double-click the scenario name in the node to open the associated scenario, which will automatically navigate to the first scene of the corresponding chapter.

6. Add model.

7. Configure a link action: Assign a link action to the model and configure the transition trigger.

    • Function: Select “Trigger storyline transition”
    • Trigger event: Enter the name of the transition point you created in this node, e.g., “Jump to Action Description”.

Note: Ensure the trigger command matches the transition point name exactly.

8. Add a Disappear action for the model (Optional): To hide the model after a specific scene, configure a “Disappear” action for the model in the relevant scene, allowing you to control its visibility in subsequent scenes.

9. Save the scenario: Click the Save button in the toolbar to save the scenario.

10. Return to the Storyline Editor: Click Return to navigate back to the storyline editing interface.

Reusing storyline transitions

Reusing storyline transitions allows multiple nodes to share the same transition logic, reducing duplication and making editing more efficient.

Conditions for reusing transitions

    • Shared Content: The node reusing the transition (e.g., “End” node) must inherit the chapter content from the node with the original transition setup (e.g., “Tool Guide” node). This ensures consistent content and logic.
    • Matching Transition Names: The reusing node must have a transition point with the same name as the original node and link it to the same target node.

Steps to set up

1. Set up the original transition: In the original node (e.g., “Tool Guide”), create a transition button or hot zone and link it to the target node (e.g., “Action Guide”).

2. Add a matching transition in the reusing node: In the reusing node (e.g., “End”), which inherits the content from “Tool Guide,” add a transition point with the same name as the one in “Tool Guide” (e.g., “Jump to Action Guide”).

3. Link to the target node: Connect the transition point in the reusing node to the same target node (e.g., “Action Guide”).

Once configured, users clicking the transition button or hot zone in either “Tool Guide” or “End” will be directed to “Action Guide,” reusing the same transition logic.

Edit story node content

Editing story node scenarios ensures your storyline matches your design and delivers the desired experience:

    • Adjusting the storyline: Adjust the storyline to effectively convey your message. Ensure each part of the story fits the overall theme, style, and goals for better flow and engagement. Editing directly within the storyline helps you consider how nodes connect and interact, keeping everything consistent.
    • Adding interactivity: Enhance the experience by adding transitions, giving users more choices and a sense of involvement.
    • Streamlining edits: Edit scenarios directly in the storyline editor for quick access to chapters and scenes, making adjustments faster and more efficient. This is especially useful for tasks that impact the entire storyline.

Follow the steps to open and edit the story node scenario:

1. Open the scenario: In the storyline editor, find the node with the scenario you want to edit. Double-click the scenario name in the node, and the system will open it and take you to the first scene of the chapter.

2. Make edits: Update the scenario content as needed.

3. Save your changes: Click Save to apply your edits.

4. Return to the storyline editor: Click Back to go back to the storyline editor.

Open a storyline

1. Click the Open button on the homepage.

2. Browse the file directory to locate the storyline file you want to open.

3. Select the file and click Open to enter the storyline editing interface.

Preview storyline

You can use preview mode to check the interaction and transition effects of your storyline, ensuring smooth flow and logical accuracy. Follow these steps:

1. Enter preview mode: After opening the storyline, click the Play button in the toolbar to enter preview mode.

2. Play the default branch: In preview mode, click on a blank area within the scene to play the storyline in the default branch sequence.

3. Switch plot:

a) Click a storyline transition button or model within the scene to jump to another branch.

b) Or select a node from the playable nodes list to switch scenes directly.

Export / Import storyline

Export a storyline:

1. In the storyline editor, go to the File menu and select Export.

2. By default, only the storyline file is exported. You can choose to include additional files (like model acceleration files) if needed.

3. Click Confirm, then choose a location to save the exported file.

4. The system will create a .dirline file and save it to the selected location.

Import a storyline:

1. On the homepage, click the Import button.

2. Browse and select the .dirline storyline file you want to import.

3. After clicking Open, and then select the directory where you want to import the storyline file.

4. Click Confirm, and the system will:

    • Import the .dirline file into the selected FactVerse resource folder.
    • Save scenario files to “/storyline path/original scenario path.”
    • Save models and related resources to “/storyline path/original resource path.”

5. The storyline editor will automatically open the imported storyline.

6. If you see a “Some scenarios are no longer valid, please select again.” message, it means scenario paths have changed (likely due to importing to a different organization). Reselect the scenarios and chapters to the nodes as needed.

7. After editing or testing the storyline, remember to save your changes.

Scenarios

A scenario is a .dirpkg file created and edited in DataMesh Studio that consists of multiple scenes, each containing user-added models, pictures, attachments, text, tools, etc. In a scenario, you cannot only compose and structure each scene but also animate dynamic transitions between the scenes. Scenario management is available in the Digital Assets module of the DataMesh FactVerse platform.

Create a new scenario

To create a scenario, click the New Scenario button on the homepage. By default, each new scenario includes one light and one camera.

If a scenario file is already open, you can create a new scenario by clicking on the File menu and selecting New Scenario. Note: In this situation, you will be prompted to save the currently edited scenario.

Open a cloud scenario

To open a cloud scenario, follow these steps:

1. Click Open on the homepage.

2. In the Open Scenario window, select a cloud scenario and click Open.

If you are editing a scenario, you can open a cloud scenario by clicking the File menu and selecting Open Scenario. Note: In this situation, you will be prompted to save the currently edited scenario.

Save a scenario

To save a scenario to the DataMesh FactVerse platform, follow these steps:

1. In the editing interface of DataMesh Studio, click the save button , or go to the File menu and select Save.

2. If this is your first time saving the scenario, you will be prompted to enter a scenario name, select a storage path, and click the Confirm button in the Save Scenario window to save the scenario.

Import a local scenario

To import a local scenario into DataMesh Studio, please follow these steps:

1. On the homepage of DataMesh Studio, click the Import button. This will open a window displaying your local resources.

2. In the local resources window, locate and select the scenario file you want to import, then click the Open (O) button.

3. In the open window, select the path where the scenario resources (model files, images, audio, etc.) are stored. The scenario resources will be stored in the FactVerse resource library according to the original scenario directory structure.

4. Click Confirm to complete the import of resources within the scenario.

5. In the editing interface of DataMesh Studio, the scenario will be automatically loaded and opened. You can browse, edit, and save this scenario.

Export a scenario

To export a scenario, follow these steps:

1. Click on the File menu and select Export Scenario. This will open the Export Scenario window.

2. In the Export Scenario window, you can configure the export options by choosing between Export Basic Scenario, Export Full Scenario and Export Accelerated Scenario.

    • Export content: Exports a .dirpkg scenario index file along with the associated resource files. This option generates smaller files but requires resource acceleration again during import.
    • Accelerated attachment: Exports the scenario with accelerated attachments included. These resources are ready to use upon import, but the upload process will take longer compared to the default export option.

Play (preview) a scenario

DataMesh Studio supports three play modes:

    • Start from Beginning: In the editing interface, you can play the entire scenario using the following methods:
      • Click the Preview menu and select Start from Beginning.
      • Click the first scene thumbnail to set it as the current scene, and then click the play button .
    • Start Preview: In the editing interface, you can play the scenario starting from the current scene using the following methods:
      • Select a scene thumbnail and click the play button .
      • Click the Preview menu and select Start Preview.
    • Current Scene Only: In the editing interface, select a scene, click the Preview menu, and select Current Scene Only to play the currently selected scene only.

The scenario will be played in full screen. Press Esc on the keyboard or click the close button in the top right corner of DataMesh Studio to exit the play mode.

Change rendering environment

The rendering environment refers to the background lighting effects used to simulate light propagation, reflection, and refraction in the virtual environment. It influences the appearance, lighting, and shadow effects of objects, enhancing the overall realism and fidelity of the scenes.

In DataMesh Studio, you can choose either the built-in rendering environment or customize the rendering environment for scenario creation, making the virtual scene realistic and immersive.

To change the rendering environment of a scenario, you can follow these steps:

1. Click on the Scenario menu and select Change rendering environment from the dropdown menu. You can open the Change rendering environment window.

2. In the Change rendering environment window, you can choose the system-built rendering environments. When you choose “None,” there is no specific environment rendering effects.

You can also create a custom rendering environment to suit the scenario’s background and sky effects for different scene requirements and creative purposes.

Steps for custom reflection environment:

1. Prepare six images: These images should correspond to the front, back, left, right, top, and bottom directions of the rendering environment. The images should be in PNG format and follow English naming conventions (Front, Back, Left, Right, Top, Bottom).

2. Compress these images into a zip file and change its extension to .dmcm.

3. Upload this .dmcm file to the resource library on the DataMesh FactVerse platform.

4. In DataMesh Studio, click on the Scenario menu and select Change rendering environment from the dropdown menu to open the Change rendering environment window.

5. In the Change rendering environment window, select the Custom tab and click Select rendering environment.

6. In the window for Select rendering environment, find the uploaded .dmcm file.

7. After selecting the file, click the Confirm button to complete the customization of the rendering environment.

Manage scenario structure

In DataMesh Studio, the table of contents is used to display a list view of the structure of scenes chapters in the current scenario.

By clicking the table of contents button , you can browse the entire scenario, grasp the overall structure and chapter contents, and quickly jump to the desired chapters and scenes.

The following are the basic operations of the scenario structure:

    • Start New Chapter: Each chapter in the table of contents represents a group of scenes. To start a new chapter, you can right-click on a scene in the timeline, select New Chapter, and a window will appear. Type in the chapter’s name, and this will make the selected scene a starting point for a new chapter.

Keep Elements: This option is a checkbox found in the New Chapter window that toggles whether or not you keep the elements from the previous scene. When checked, all the elements remained where they were. When unchecked, this converts the scene into a completely blank slate by removing all of its elements.

    • Delete Chapter: To delete a chapter, right-click on the chapter name in the timeline and select Delete Chapter. This will remove the chapter and all its associated scenes from the table of content.
    • Rename Chapter: To rename a chapter in the scene catalog, right-click on the chapter name in the timeline and select Rename Chapter.

Create multilanguage scenario

DataMesh Studio supports users to add multi-language text content to scenarios, thus creating multi-language scenarios. When playing scenarios in DataMesh One, the text content in the scenario will be presented according to the interface language. The multi-language text feature supports the following languages: Simplified Chinese, English, Traditional Chinese, and Japanese.

Multilanguage scenario title

You can add multilanguage text content to the scenario title using the following steps:

1. Click on the Scenario menu and choose Rename.

2. In the scenario title editing box, enter the scenario title.

3. Click on the multi-language icon in the scenario title editing box to open the Multi-language text window.

The language list in the top right corner of the Multilanguage text window displays the source text language. You can switch the source text language using this language list.

4. Enter the source text and multilanguage text content for the scenario title.

a) Users with FactVerse AI permissions can use the AI Translate function to separately translate the scenario title into the four languages or use the Translate function to quickly translate the text content into the four languages.

Note:

    • Using the AI translation function consumes a certain number of tokens for each translation in each language. The number of tokens consumed is based on the length of the content.
    • Using the Translate All function only consumes tokens for non-source text languages. The number of tokens consumed is based on the length of the content. Text boxes that are the same as the source text language directly display the source text content, so no tokens are consumed.

b) Users without FactVerse AI permissions need to enter text content manually.

5. Click Confirm to save the multi-language text content of the scenario title.

Note: When playing the scenario, the scenario title content displayed will match the interface language of the playback device. If a certain language content is empty, no content will be displayed during playback.

Multilanguage scene name

To add multilanguage names to scenes, please follow these steps:

1. Without selecting any elements, choose the scene you want to edit from the timeline.

2. In the attribute pane, click the edit icon next to the scene name.

3. Click the multilanguage icon in the scene name editing box to open the Multilanguage text window.

4. In the Multilanguage text window, enter the source text and multi-language text content for the scene name.

5. Click Confirm to save the multilanguage text content for the scene name.

Other multilanguage text content

Apart from the scenario title and scene name, users can also add multilingual text content to the following sections:

    • Chapter name: In the window for creating or editing chapters, click the multilingual icon to open the multilingual text window and add multilingual text to the chapter name.
    • Textbox content: Click the ellipsis icon in the top right corner of the textbox content editing box, select the multilingual text option, open the Multilingual text window, and add multilingual text to the text box content.
  • Tag text: Click the ellipsis icon in the top right corner of the tag text content editing box, select the multilingual text option, open the multilingual text window, and add multilingual text to the tag text content.
  • Button text: Click the ellipsis icon  in the top right corner of the button text content editing box, select the Multilingual text option, open the Multilingual text window, and add multilingual text to the button text content.

Scenario positioning

By default, scenarios are usually positioned using the model on the first page. DataMesh Studio also offers two additional positioning methods: reference model positioning and QR code positioning.

Reference model positioning

Reference model positioning refers to using one or more reference models to assist with scenario editing and spatial positioning.

The specific steps for using reference model positioning are as follows:

1. To enter reference mode, select Scenario > Modify Scenario Positioning from the toolbar.

2. Find the model you would like to use as your reference model in the resources pane, then drag it into the workspace. In reference mode, you can freely position and adjust your reference model.

3. Once you are done, click the Quit button at the top right of your workspace to exit reference mode.

4. Play the scenario in DataMesh One and use joystick position scenario.

Note: In DataMesh One, the Position Reference setting needs to be set to First Frame, aligning with the first frame of the first scene in the script for positioning.

5. Click to complete positioning.

QR code positioning

QR Code Positioning aligns virtual scenarios with real-world spaces precisely through scanning or anchoring. Here’s how to add, edit, and delete markers in DataMesh Studio:

Managing markers in scenarios

1. Enter positioning mode: Click the Scenario menu in the menu bar and select Modify Scenario Positioning from the dropdown to enter positioning mode.

2. Add markers: New scenarios include a default marker named “Marker_1.” When no elements are selected, you can add a new marker by clicking Add Marker in the attribute panel. Each click adds a new marker to the scene along the X-axis at 5-decimeter (dm) intervals.

In DataMesh Studio versions 5.6 and up, the maximum number of markers you can add is 20. Otherwise, you can only add up to 10.

3. Edit markers: Select a marker to view its details in the attribute panel, including:

    • Position: Manually adjust the 3D spatial position of the code.
    • Rotation (Y): Modify the Y-axis rotation angle.
    • Preset: Quickly adjust the orientation of the code via the attribute panel.

4. Delete markers: Select a marker and click the Delete button in the toolbar to remove it. Note: Each scenario must retain at least one marker.

5. Exit positioning mode: Click the Exit button to leave positioning mode.

You can scan the marker in DataMesh One for precise alignment of virtual models with real-world spaces or use the anchoring feature for positioning. For detailed instructions, refer to the DataMesh One User Manual.

Quick start

Basic process for creating a scenario

When creating and using a scenario in DataMesh Studio, please follow the steps below:

1. Define the scenario content

This includes the scenes, steps, elements, data, and interactions that the scenario needs to express.

2. Upload resources

Upload any 3D models and other resources that you will need for your scenario, such as audio, video, images, and PDF files.

    • Upload 3D models: Via importer or FactVerse platform
    • Upload image, videos etc. resources: Via FactVerse platform

3. Create a new scenario

After logging in, create a new scenario where you can utilize the resources and tools in DataMesh Studio to create and edit 3D content.

4. Edit your scenario

    • Edit scenes: Organize the scenario content by using multiple scenes, scene catalog, and scene jumping.
    • Add elements: Add various elements from My Resources and Libraries, including models, attachment elements, and tool elements.
    • Edit element attributes: Select an element and modify its position, rotation, and scale.
    • Add action and interaction: Add action and interaction effects to the elements.
    • Publish the scenario: DataMesh Studio enables easy publishing of the content to our servers.

5. Preview scenario

You can quickly preview a scenario by using the URL or QR code. Simply open the URL link in a browser or use DataMesh One to scan the QR code for an instant preview.

Note: You must have access permissions to the directory where the scenario is located.

6. Remote coordination

With DataMesh One, you can engage in 3D MR coordinated operations remotely with other users.

Exercise: Create a 3D demo scenario to showcase a coffee machine

This example demonstrates how to quickly create a simple scenario with a coffee machine model and four scenes. We will apply tags, disappearance, Disassemble, and remove Disassemble actions to the coffee maker model, as well as incorporate some basic camera movements.

Prerequisites
The coffee machine model has been uploaded to the FactVerse platform.

Step 1 Create a new scenario

Create a scenario titled “QuickStart.”

1. Log in to DataMesh Studio.

2. Click the Create button on the homepage to create a new scenario.

3. In the toolbar, click to open the Save Scenario window.

4. Select the scenario storage path “My Space,” fill in the scenario name “QuickStart” and click Confirm to save the scenario.

Step 2 Add model elements

Add a coffee model in the “QuickStart” scenario.

1. Find the 3D coffee machine model in the My Resources section on the left, then drag and drop it into the workspace.

2. Click on the coffee machine model in the scene and adjust its position, rotation angle and scale by using drag-and-drop and rotation operations.

3. Select the coffee machine model and set its Duration to 2 seconds in the Attributes pane.

4. Click the save button to save the scenario.

Step 3 Add tool elements

Add a tag in the “QuickStart” scenario.

1. In the Resources pane, click the Libraries tab.

2. From the Libraries section, select the Tag. Drag the tag to the workspace and drop it above the coffee machine model.

3. You can customize the tag by adjusting its size, moving the anchor, and modifying the text size and content.

4. Click the save button to save the scenario.

Step 4 Add “Disappear” action

Add a disappear action to the tag in the “QuickStart” scenario.

1. Click the + button in the timeline to create a new scene named “Scene_2”.

2. Add a “Disappear” action to the tag in “Scene_2”.

a) Select the tag.
b) Click the Disappear button in the attribute pane.

3. Click the save button to save the scenario.

Step 5 Add “Disassemble” action

Add a “Disassemble” action to the coffee model in the “QuickStart” scenario.

1. Select the coffee machine model in the workspace.

2. In the Attribute pane, click the Disassemble button in the action menu to separate all components of the coffee machine to easily see its inner workings. For more details, please refer to Disassemble.

3. Set the Disassemble Type as Axial, which organizes all sub-components into a line.

4. Restore the coffee model to its original status:

a) Click the + button to create a third scene “Scene_3”.
b) Select the coffee machine model in “Scene_3”.
c) Click the Disassemble button in the Attribute pane.

d) Select the Reset checkbox in the disassemble action to reassemble the coffee machine model back to its initial status.

5. Click the save button to save the scenario.

Step 6 Add “Section cut” action

Add a section cut action to the coffee model in the “QuickStart” scenario.

1. Click the add action button in the attribute pane in the “Scene_3”.

2. Select the Section Cut option in the action menu.

3. Set the cross-section attribute:

a) Select Along Z-Axis for Annimaion direction.
b) Select one Preset position.
c) Move the removal cube in the scene to adjust cross section position.

4. Remove section cut action and restore the model to its original status.

a) Create a new scene “Scene_4” .
b) Select the coffee machine model in the “Scene_4”.
c) Click Section cut button.

d) In the attributes pane, tick the Reset checkbox.
e) Adjust the position of the removal corner and removal axis angle of the removal cube.

5. Click the save button to save the scenario.

Step 7 Add a straight-line camera movement

Add a straight-line camera movement in the “QuickStart” scenario.

1. Select the first scene in the Timeline.

2. Select the Camera in the Elements.

3. In the attributes pane, tick Apply camera movement.

4. Select the fourth scene in the Timeline.

5. Click the add action button near the element name and select Movement.

6. Press the right mouse button, move the mouse to left or right and release the right button at an appropriate position.

7. In the attribute pane, click Set camera POV to save the current view.

For more information on camera movements, refer to the Camera section.

8. Click the save button to save the scenario.

Step 8 Play scenario from the beginning

In the timeline, select the first scene and click in the Menu to preview the scenario.

Or click the Preview button in the menu and select “Start from beginning.”