Model file formats

    • FBX format (*.fbx): FBX format is a universal 3D model file that contains information such as animation, material properties, textures, skeletal animation, lighting, cameras, etc. FBX format supports Polygons, Curves, Surfaces, and Point Group Materials.

FBX format supports normal and texture coordinates. Textures and coordinate information can be stored in the FBX file, and no manual identification or adjustment of texture coordinates is required after the file is being imported.

Note: If the exported FBX model file has a corresponding texture, the texture should be embedded during the export process.

    • glTF format: glTF format has two formats: *.gltf and *.glb. DataMesh Importer does not support the *.gltf format, but it can be converted to the .glb format for use. Compared with FBX, glTF can store more material information and support more artistic effects. If the model has complex materials (such as reflection maps, metal texture maps, normal maps, etc.), it is recommended to convert them to glTF format for use.

DataMesh Importer also supports the following model formats, but due to the characteristics of the format itself, it may not include hierarchy structure and color materials.

    • OBJ format (*.obj): The textures and materials in the OBJ format are stored externally, and only the index is stored in the main file. Therefore, importing the OBJ format into DataMesh Importer will lose color and texture.
    • STL format (*.stl): STL format is a simple format for 3D printing, which only includes the shape of the three-dimensional object surface and does not include material information such as color and texture. Therefore, there is no color and texture after importing the STL file into DataMesh Importer. The STL format also does not include sub-objects, so the models in the STL format do not have sub-objects after importing.
    • 3MF format (*.3mf): 3MF format is also a format for 3D printing, but it is more advanced than STL. It can include color information and sub-objects but does not have texture. Because it is a 3D printing format, the transparency in the color information of 3MF is meaningless and cannot represent transparent objects. In some 3MF formats, in addition to setting colors for sub-objects, colors are also set for each point. DataMesh Importer currently does not support setting colors for each point and will ignore this part of the data.
    • PLY format (*.ply): PLY format is a data file used to describe 3D scanning results. It usually does not include color but may have texture. Like OBJ, the texture is external, and only the information used for texture is stored in the main file. Therefore, importing the PLY format will lose texture. The PLY format also cannot include sub-objects.
ParameterHigh-performance equipmentMid-performance equipmentLow-performance equipment
Polycount (Unit: 10k Polys)1,00030050
Textures100101
Material50010010
Sub-objects1,00020050
Single model specification recommendation

High-performance equipment: This specifically refers to mid-to-high-end PC hosts, top-tier iOS devices, and high-end Android models.

Examples of high-end Android models include:

    • CPU: Snapdragon 8+ Gen1, Dimensity 9000
    • RAM: 12G/16G

Mid-performance equipment: Common PC hosts, mid-to-high-end iOS devices, and mid-range Android models;

Examples of mid-range Android models include:

    • CPU: Snapdragon 778G
    • RAM: 8G

Low-performance equipment: Common iOS devices, HoloLens2 and Android low-end models.

The data in the table is recommended as reference values, representing typical values under normal circumstances. It does not guarantee applicability in any environment. The final display effect is influenced by numerous factors, and the actual operating effect shall be subject to the critical value of any item.

User interfce

The layout of DataMesh Importer user interface is as follows:

Menu

The Menu includes functions such as File, Settings, and Information Panel. You can perform operations such as opening local models, opening cloud models, and saving models.

File menu

    • Open Local: Open a locally saved model file.
    • Open Cloud: Open a model file from the FactVerse resources.
    • Save Model: Upload the currently imported model to the FactVerse resources.
    • Save As: Perform a Save As operation on the current model and specify a new name for it.

Save

It is the same as the Save Model function in the File menu. It saves the model resource to the FactVerse resources.

Settings

    • Language: You can switch to different interface languages. The DataMesh Importer offers four interface languages: Simplified Chinese, Traditional Chinese, English, and Japanese. After users log in, the interface language will default to the system language. If the system language is not one of these four application languages, the interface language will default to English.
    • Account > User account: Display current login user account.
    • Account > Log out: Exit current user account.
    • Rendering Quality: To adapt to different device performance, DataMesh One provides six different rendering quality options. Increasing the quality can optimize screen aliasing, ripple, and shadow effects.
    • Change Rendering Environment: Support modifying the rendering environment of the scene, which can include system-built rendering environments or custom rendering environments. For detailed information, please refer to the guide on Change rendering environment.
    • Upload log: You can upload the latest seven log files to FactVerse.
    • Operating Parameters: Display the application’s Memory, FPS, DrawCall, Batches, Polygons, Vertices, and other key data.
    • About: View the current application version number.
    • Quit: Close the application.

Information Panel

Display attributes information of the model.

Node structure directory

The Node structure directory is a feature in DataMesh Importer that displays the hierarchical structure and node relationships of the imported 3D models. The Node structure directory can help you better manage and control the structure of the imported 3D model. You can select, deselect, and merge nodes as needed to flexibly adjust the model’s hierarchical structure. This can improve the model’s operability and flexibility, making it easier for you to perform subsequent model editing and scene creation work.

In the Node structure directory, you can perform the following operations:

    • Smart Select All: With Smart Select All, you can quickly select or deselect all nodes for batch operations.
    • Single node selection: Each node has a checkbox that you can click to select or deselect the node. Through the checkbox, you can selectively control the components of the model. When you upload the model, the selected nodes will be uploaded as separate objects, while the unselected nodes will be merged into other nodes.
    • Select same-level nodes quickly: By double-clicking the checkbox of a node, you can quickly select or deselect all nodes at the same level. This feature makes it convenient for you to perform mass selection or deselection operations on nodes at the same level.

Note: When the number of nodes exceeds 500, you need to manually select the nodes.

Scene area

The Scene area can load and display imported 3D models. Users can import various format model files (such as FBX, GLTF, OBJ, etc.) and present them as realistic 3D objects in the Scene area. Users can freely browse and observe the model in the Scene area.

When loading and displaying imported 3D models in the Scene area, users can use the following methods to adjust the scene perspective:

    • Rotate the scene: Hold down the right mouse button at any position in the scene and move the mouse horizontally to rotate the scene in all directions for a comprehensive view of the model.
    • Pan the scene: To move the scene to the left, right, forward, or backward in the scene, click on a blank area in the scene, hold down the left mouse button, and drag the mouse to the left, right, or up and down on the screen. You can also hold down the mouse wheel and drag the mouse in the direction you want to pan.
    • Zoom the scene: To zoom in and out of the scene, you can use the scroll wheel on the mouse. Scroll up to zoom in and scroll down to zoom out.
    • Raise and lower the scene: To raise and lower the scene, hold down the Shift key and the left mouse button, and move up and down on the blank area of the scene. Move up to lower the scene and move down to raise the scene.

Model Attributes pane

The Model Attributes pane displays the current model’s performance on various platforms and its basic attribute information. At the same time, the attributes pane provides material editing functions that allow users to adjust and modify the model’s materials. Users can choose the type of material ball for the model (such as metal, wood, plastic, etc.), or customize the color, glossiness, roughness, and other attributes of the material to achieve the desired visual effect.

    • Available Platforms: The platform availability indicates the availability of models on different platforms. The size and complexity of the model’s structure can affect its performance on different platforms. When using DataMesh Importer to open a model, we will prompt you to see whether the DataMesh application on three platforms supports the model’s normal operation.
    • Polygons: The polygons refer to the number of polygons in the model. It is an important indicator for measuring model complexity and detail level. Higher polygon counts usually mean more details and more refined appearance but may also lead to performance burdens. In DataMesh Importer, when the polygon count of the model is too large, it may affect the use of the application and give corresponding prompts.
    • Vertices: The model vertices refer to the total number of vertices in the model. Vertices are the basic building blocks of the model, forming polygons by connecting vertices, thus forming the entire model. The vertices are related to the detail and complexity of the model. A high vertex may increase rendering and computational burdens. Therefore, when using DataMesh Importer, if the vertices of the model are too large, prompts may be given.
    • Textures: The texture count refers to the number of texture images applied to the model. Textures can give the model visual effects such as color, texture, and reflection. Increasing the number of textures may increase memory usage and render burdens. In DataMesh Importer, the textures can provide an evaluation of the model’s texture usage, allowing users to understand the details of the model.
    • Materials: The materials represent the number of materials used in the model. Materials define the characteristics of the model’s surface, such as color, transparency, metallicity, and smoothness. In DataMesh Importer, users can edit and adjust each material, including modifying properties such as color, transparency, metallicity, and smoothness. Understanding the number of materials in the model can help users understand the changes in appearance and detail control of the model.
    • Animation: When the model has built-in animation, users can click the Play button to play it.

Login

After opening DataMesh Importer, click on the settings button in the toolbar, and select Account > Account Login from the drop-down menu to open the login page.

Following figure is the login interface:

The login interface supports the following configuration:

    • Server List: You can switch to different servers, including China, Japan, and Singapore.
    • Private Deployment: If an enterprise has deployed a private server, users need to enter the exclusive service code for the private deployment when logging in.
    • Third-party Login: For more information about third-party login, please refer to the specific section on Third-party Login in the user manual.
    • Forgot Password: Click Forgot Password, open the server login page, and proceed with the password reset.

Regular login

To log in to DataMesh Importer, use your FactVerse account and password on the login interface.

1. Open the login interface of DataMesh Importer.

2. Configure server:

a. Select public server: If your enterprise is deployed on a public server, choose the server belonging to the enterprise account from the server list.
b. Set up private deployment server: If your enterprise uses a private deployment server, you need to click on the private deployment icon to set the exclusive service code.

3. Enter your account and password of FactVerse.

4. Check the box “I have read and agree to the DataMesh ‘Terms of Use’ and ‘Privacy Policy’”, then click the Sign in button.

5. Select your enterprise account (Optional):

a. If you have only one account, you will be directly logged in.
b. If you have multiple accounts, select the correct one from a list and you will be logged in.

Third-party login

DataMesh Importer supports using Third-party login methods for logging in, using Microsoft Entra ID, an identity and access management service, in order to enhance user security.

1. Open the login interface of DataMesh Importer.

2. Configure server:

a. Select public server: If your enterprise is deployed on a public server, choose the server belonging to the enterprise account from the server list.
b. Set up private deployment server: If your enterprise uses a private deployment server, you need to click on the private deployment icon to set the exclusive service code.

3. Check the box “I have read and agree to the DataMesh ‘Terms of Use’ and ‘Privacy Policy’”, then click the Sign in button.

4. Click the Microsoft third-party login icon, and then enter the third-party account and password to log in.

SMS verification login

When a company enables the dual authentication of account passwords and SMS in FactVerse, users are required to undergo an SMS verification process when logging into the DataMesh client and FactVerse platform. Upon the first login to DataMesh Importer, you will encounter a prompt asking you to bind your mobile number for login verification. You will need to log in to the FactVerse platform to complete the binding.

Once your phone number is bound, the steps for using SMS verification are as follows:

1. Open the DataMesh Importer login interface

2. Configure server:

a. Select public server: If your enterprise is deployed on a public server, choose the server belonging to the enterprise account from the server list.
b. Set up private deployment server: If your enterprise uses a private deployment server, you need to click on the private deployment icon to set the exclusive service code.

3. Enter your FactVerse account and password.

4. Check the box “I have read and agree to the DataMesh ‘Terms of Use’ and ‘Privacy Policy’”, then click the Sign in button.

5. (Optional) Select the company your account belongs to: If you have multiple enterprise accounts, a list of company accounts will be displayed for you to choose from.

6. If the selected company has enabled dual authentication with FactVerse account passwords and SMS, the mobile phone you bound will receive a login verification code, valid for 5 minutes.

7. Enter the code to complete the login process.

Preparation

System configuration requirements

Minimum configuration Recommended 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
Table 1 PC 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 
Table 2 MacOS configuration requirements

Download and installation

Download link for DataMesh Importer 7.0-Windows PC: datame.sh/ImporterPC

Product Name

Platform

App store

DataMesh Importer 7.0

Windows PC

Microsoft Store

macOS

App 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.

Customize spatial positioning methods

In DataMesh One, users can view DataMesh Studio scenarios in Mixed Reality. To ensure that the digital objects are to the desired scale relative to the real environment, DataMesh One users can change the size of the overall scenario and typically use all elements from the first scene to perform adjustments. To ensure that all digital objects are scale relative to each other, DataMesh Studio provides two tools to help scenario editors maintain spatial awareness while engineering their scenes: Reference Models and QR Marker.

Reference model positioning

Here is how to utilize reference models in your scenes:

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 Markers allow you to view your scenario in Mixed Reality through multiple locations in the virtual space. Each QR Marker corresponds to a QR code, and by scanning a physical copy of that code using DataMesh One, you can generate the digital elements found in your scenario. The layout and position of your elements depend on where you placed your QR Markers and which QR code you scanned. You can also toggle between horizontal markers for QR codes on the floor or a table, and vertical markers for QR codes on the wall.

Note: DataMesh FactVerse does not support downloading positioning codes from scenarios created using versions of DataMesh Studio prior to 5.5. To download the positioning codes, you need to open the scenario using DataMesh Studio 5.5 or above, re-upload the scenario, and then you will be able to download the included positioning codes from the FactVerse platform.

The steps for using QR code positioning are as follows:

1. Click the Scenario menu in the menu and select Modify Scenario Positioning from the drop-down menu to enter positioning mode.

2. Select the QR code (QR Code_ ) that needs to be positioned from the Elements pane and drag it to the desired location.

3. Click a blank space in the workspace to deselect the QR code. Then, in the attributes pane, click the Add Marker button under the Stage Attributes section to add a new marker.

Note: 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.

Clicking the Remove Marker button per time will sequentially delete a QR code within the scene from back to front.

4. Click the Quit button to exit the positioning mode, edit the scenario and save it.

5. Log in to DataMesh FactVerse, find the scenario and download the Position QR code on the resources detail page.

6. Print the downloaded position RQ code.

7. In the MR mode of DataMesh One, scan the QR code printed in step 6 and then the model will appear above the QR code.

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. Cross Section: Create a cross section 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. Color Change: 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 cross section

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

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

2. Click the button near the element’s name in the attributes pane and select the Cross Section 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 Cross Section from the action menu.

3. In the Cross section 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 Color Changes 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 Color Changes 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 Color Changes 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 Color Changes 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 Color Changes 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. Once configured, you will see the newly added extension under the Extensions section.

Tools

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.