Term |
Concept |
Scenario |
A 3D presentation created in Studio, which forms a linear, immersive presentation by integrating 3D models, animations, special effects, and other elements. |
Element |
Any model, tool, image, or multimedia element in the script that can be independently selected, edited, or manipulated. |
Scene |
An editable canvas used to hold and display the content of a scenario. Scenes are the basic units of the entire scenario, and users can design different scenes to present information in stages, gradually explaining and showcasing the content. |
chapter |
A structured tool used to organize and manage scenes, helping users group and classify scenes by themes, sections, or logic. |
Light |
A tool component used in the scenario to illuminate objects, simulating real-world lighting. The light source determines how other objects in the scene are affected by light, creating shadows, reflections, and highlights to enhance the scene’s visual realism and atmosphere. |
Camera Movement |
Refers to controlling the camera’s position, angle, and movement to achieve specific visual effects or narrative goals. Camera movement simulates real-world camera motions, adding to the immersion and visual expression of the scene. |
Extensions |
A set of tools provided by DataMesh that allows users to create personalized texts, labels, buttons, and tools in Unity and upload them to the cloud for use. |
Control point |
A series of key coordinate points that define the movement path of an element. Control points are used to control the movement of models or cameras along a curve. |
Sub-object |
An object that is a child of a parent object in the hierarchy. Parent objects can contain one or more sub-objects, and these sub-objects move, rotate, and scale along with the parent object. |
Parent object |
An object in the hierarchy that is directly above other objects (sub-objects). The position, rotation, and scale of sub-objects are influenced by the parent object. |
Action Sequence |
A panel that manages all actions to be added in the scenario. The list is arranged in the order the actions are added and allows users to manage and edit them. |
Appear |
The initial action automatically generated for each element when added to a scene. This defines the element’s initial performance in the scene, including how it appears and its related settings. |
Move |
Actions that allow an element to transition from its original pose to a target pose within a specified time. These are used to adjust the position, rotation, and scaling of a model for dynamic changes or transitions. |
Disassemble |
This action evenly spreads out the sub-objects of the selected model. It’s commonly used to create dynamic effects. |
Section Cut |
Allows users to add a cutting plane to a model to view its cross-section. This helps to cut through the model to examine its internal structure or detailed sections. |
Disappear |
An animation type that makes a model gradually disappear over time. This is used for hiding, exiting, or making a model vanish from the scene. |
Link |
This sets a model as a clickable hotspot. When users click it, they can jump to a specified target scene. It’s useful for interactive presentations, VR, and AR applications for scene navigation. |
Configure Animation |
This allows users to select and play animations on a model, such as walking, flying, rotating, etc. |
Change Color |
Allows users to control the color change of a model. This can include effects like color gradients or blinking to enhance visual appeal. |
Occlude |
A special setting for model elements in AR playback, where the object itself is invisible but can block virtual content behind it. This enhances the realism of the AR scene by occluding virtual objects with real-world background objects. |
Interaction Position |
A feature used in Studio for training assessments. It enables users to define interactions that move a model from its current pose to a target pose, simulating real-world operations and assessing employees’ accuracy in training. |
Rendering Environment |
A global setting in the scenario used to simulate background environments like the sky, distant mountains, or space. It affects the scene’s lighting, brightness, and model reflections. |
Scenario Positioning |
Users can set positioning QR codes or anchor points in the scenario. These are used to map specific positions and rotations in the scenario to real-world coordinates. Scanning the QR code or anchoring physical points helps achieve accurate virtual-to-real mapping. |
Reference Model |
Additional models that assist with positioning in the scenario. These serve as real-world counterparts for aligning virtual objects in the scene with physical ones, ensuring accurate positioning. |
Marker |
A QR code used for virtual content localization. In the scenario, it stores position and rotation information, and scanning the code in the real world matches the virtual content to its real-world location. |
Move |
An operation assist tool used in scenario construction. When activated, the selected model or element displays three arrows pointing along the X, Y, and Z axes, allowing users to drag and move the object along these axes. |
Hot Zone |
An interactive area set after linking an action to an element. It’s typically a cube centered on the character. Users can adjust the size of the hot zone to define the interaction trigger area. When users click within this area, the preset action (such as scene transition) is triggered. |
Central Location |
When multiple elements are grouped together, this is the center point of the group. The system calculates the common center based on the positions of all elements, and rotations or movements are performed relative to this center. |
Central Element |
In a group of elements, selecting a specific element sets its center point as the reference for the group. Operations like rotation or movement are then performed based on this selected element’s center. |
Projection Type |
The method used in 3D design tools to render and display the scene. Common projection types are orthographic and perspective. |
Orthographic Projection |
A projection where all lines are parallel and perpendicular to the projection plane. It maintains the actual size of objects regardless of distance, which is useful for precision tasks. |
Perspective Projection |
A projection where lines converge at a viewpoint (like an eye or camera). Objects appear smaller the farther they are, mimicking real human vision. It’s used for creating realistic 3D space. |
Reset POV |
A function in the 3D editor that quickly adjusts the view to focus on the selected element or scene, allowing for more precise editing. |
Table of Contents |
A visual representation of the current script’s structure, similar to the outline view in PowerPoint, to help with scene organization and editing. |
Smoke Cloud |
A preset special effect that creates a smoke explosion effect in the scene, adding dynamic elements and enhancing visual impact. |
Source Text |
In the text box tool, users can configure multiple languages for different application settings. The one-click translation feature helps quickly generate translations for other languages, improving efficiency. |
Storyline |
A new file type consisting of connected story nodes. Each node is linked to a corresponding chapter, and the connections define how the chapters transition in the scenario. |
Story node |
The basic unit of a storyline, containing a scenario chapter and defining how nodes connect with each other. These nodes enable flexible control over the playback order, supporting nonlinear transitions. |
Connection point |
Key elements used to define the order in which story nodes are played. There are input and output connection points. When a node’s outgoing point connects to another node’s incoming point, it triggers an automatic transition from one node to the next. |
Incoming point |
A function point in a story node that defines the start of its playback. When another node’s outgoing point connects to an incomingt point, it triggers the start of that node’s content. |
Outgoing point |
A function point in a story node that defines the exit of playback. When the outgoing point connects to another node’s incoming point, it initiates a transition to the next node. |
Transition point |
A function point in a story node that allows for manual trigger jumps during playback. Unlike automatic connection points, transition points allow users to switch nodes during playback through interactive hot zone, enabling flexible control. |
Canvas |
The workspace for editing the storyline. Users can create, arrange, and organize story nodes visually, connecting them with connection points or transition points to define playback relationships and interactions. |
Transition point name |
Configurations for interactive objects (such as buttons or links) to initiate jump actions. These allow objects to trigger specific jumps, like switching to a story node and playing its associated chapter, enabling dynamic and interactive playback. |