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Concepts

Digital Twin Template

A digital twin template defines a category of digital twins. Each template includes Metadata, Simulation logic, and Roles for a specific type of digital twins, allowing the creation of similar digital twins using the template.

Metadata represents abstracted structures and their properties. It is derived and summarized from real objects, serving as structured data to describe various characteristics and content of real objects.

Simulation logic or operational logic refers to a series of decision-making processes to realize the operational logic of the digital twin. The simulation logic supported by FactVerse Designer is based on behavior trees to enable discrete simulation. It allows the digital twin to make decisions based on various environmental data.

Roles refer to 3D resources such as models, constituting the three-dimensional appearance of the digital twin template. Digital twins created from a template will inherently possess the appearance defined by this template.

Digital Twin

Digital twin is an equivalent mapping of a specific entity in the physical world in the information world. Each digital twin is a specific instance of a digital twin template.

Digital twin attributes

Attributes refer to the collective nature and features of a digital twin, covering various aspects such as production information, appearance attributes, status information, and purpose-related attributes.

    • Production information attributes: Used to describe the production information of the digital twin, such as model, batch, manufacturer, production date, etc.
    • Appearance attributes: Used to define the visual characteristics of the digital twin, including color, material, size, position, etc.
    • Status attributes: Used to express the operational status of the digital twin, indicating whether it is in operation, experiencing malfunctions, undergoing maintenance, etc.
    • Purpose attributes: Describe the performance and characteristics of the digital twin under specific purposes, such as production and processing efficiency, energy consumption, decibels, temperature during operation, etc.
    • Relationships between digital twins: Additionally, through the attribute pane, you can define relationships between digital twins. For example, specifying production relationships, processing relationships, transportation relationships, storage relationships, and disposal relationships between digital twins.

These attributes need to be defined using appropriate data types, including the following:

Type

Definable attributes

Int

Quantity, frequency, speed, etc.

Double

Temperature, humidity, power consumption, balance, mass, area, etc.

String

ID, model, etc.

Bool

Operational status, check status, execution results, etc.

Vector3

Placement position, placement angle, path positions, etc.

Vector2

Placement positions of static items on the ground, target points on the ground, etc.

Path

Moving paths, transfer paths, transport paths, etc.

Date

Production date, maintenance date, etc.

Time

Start time, landing time, stop time, etc.

Color

Appearance colors, status colors, etc.

Enum

Error codes and error types, product codes and product categories, etc.

Behavior Tree

A behavior tree is a structure similar to a decision tree used to select appropriate actions based on environmental data. The behaviors in most behavior trees are driven by digital twin data, with the aim of modifying digital twin data. Behavior trees can be bound to digital twins or scenes. The execution process of a behavior tree involves traversing the tree, following a top-down, left-to-right execution sequence.

Behavior tree nodes

In FactVerse Designer, a behavior tree is composed of different types of nodes, including Root Node, Composite Nodes, and Action Nodes.

    1. Root Node: When creating a behavior tree, a root node is automatically generated, serving as the starting point for the execution of the behavior tree. The root node cannot be deleted and can only connect to one child node.
    2. Composite Nodes: Composite Nodes are used to organize and control other nodes. They act as flow control nodes, defining how the branches of the behavior tree are executed based on specific rules. Composite Nodes can be nested within each other. Composite Nodes cannot act as leaf nodes and can have two types of return values: success and failure.
    3. Action Nodes: Action Nodes represent specific behaviors or tasks of the digital twin, such as moving along a path or waiting. Action Nodes are the leaf nodes of the behavior tree, where complex logic can be implemented. When an action node is executed, it performs a specific action and returns one of the following three return values:
      • Success: Indicates that the node has been executed successfully.
      • Running: Indicates that the node is still running, and it will continue to run when the behavior tree is called again.
      • Failure: Indicates that the node has failed to execute.

Node execution rules

    1. The behavior tree is executed from top to bottom and from left to right.
    2. When the behavior tree reaches a terminal state, it returns to the Root Node and starts executing again.
    3. The Root Node can only have one child node.
    4. When a node has child nodes, it executes its child nodes first, from left to right. After all the child nodes have been executed, it moves on to the next node.
    5. The behavior tree runs in a continuous loop according to the specified sequence unless it is in idle mode or has been deleted.

Node operations

Add nodes

Drag and drop nodes from the Node Menu into the Editing area.

Delete nodes

Select the node to be deleted in the Editing area and click the delete button on the toolbar.

Rename nodes

Select the node to be renamed in the Editing area and enter the new name in the node name area above the Attribute Pane.

Connect nodes

To connect Node A with Node B, drag a yellow connection line from the bottom of Node A and connect it to the top of Node B. Release the mouse to complete the connection.

Organize nodes

Select the Root Node and press the “L” key to automatically organize the tree’s format.

Node condition

Conditions

Node conditions refer to the criteria that must be met for a node to be executed. If the conditions are met, the node is executed; if not, it will not be executed and will return to its parent node.

The icon of conditions in the Behavior Tree Editor:

Condition groups

A condition group consists of multiple conditions within the group, and they are combined with the “AND” relationship. This means that all conditions within the condition group must be met for the node to execute.

The icon of condition groups in the Behavior Tree Editor:  

Multiple condition groups

A node can have multiple condition groups. The relationship between two condition groups is “OR.” This means that as long as one of the condition groups is satisfied, the node can execute.

The icon of condition groups in the Behavior Tree Editor:

Digital twin scene

A digital twin scene is a virtual view of a business environment composed of instances of digital twins. It may also include customized business logic and 3D decorative elements. The core of a digital twin scene is its layout, primarily focusing on how to organize digital twins.

Key functions of a digital twin scene include:

  • Positions of digital twins
  • Connection relationships between digital twins
  • Path planning
  • Global operational logic

Download

Before you start using FactVerse Designer, you need to download it first. 

Platform

Download address

Windows PC

https://apps.microsoft.com/store/detail/factverse-designer/9NJS5D6XZG0F?hl=zh-cn&gl=cn

Download short URL:datame.sh/designer

macOS

Apple Store

System Requirements

To make sure FactVerse Designer works well, the following system configuration are minimum and recommended configuration requirements. 

System Minimum Configuration Recommended Configuration 
Windows PC Software
Window10 or above
Direct3D 11.0 or above
Hardware
CPU: Intel®Core™i5-6200U 2.30Ghz 
RAM:8GB 
GPU: NVIDIA GTX 1050Ti 
Software
Window10 or above 
Direct3D 11.0 or above 
Hardware
CPU: Intel®Core™i7-11700 3.60Ghz 
RAM:16GB 
GPU: NVIDIA GTX 3070 
macOS Software
Monterey 12.0.1 
Hardware
CPU: Intel Core i7 
RAM:8GB 
GPU: Intel Iris Plus Graphics 640 
Software
Monterey 12.0.1 
Hardware
Chip: Apple M1 
RAM:16GB 

Acquiring Permissions

To obtain access to FactVerse Services and use FactVerse Designer, you must request permission from your enterprise administrator. The administrator will then assign appropriate permissions based on your role and requirements. This process ensures smooth access and usage of FactVerse Designer and other related products and services. 

Once granted the necessary permissions, you can log in and start utilizing FactVerse Designer for your design and simulation needs. 

Login

Regular login

To access FactVerse Designer, you can use your FactVerse user account and password to log in. Here are the steps to log in: 

1. Open the FactVerse Designer login page. 

2. Select Language and Server: On the login page, you can switch the page language to Simplified Chinese, English, Japanese, or Traditional Chinese. Additionally, you can choose the desired server, such as Mainland China, Japan, or Singapore.

3. Private Deployment (Optional): If your organization has deployed a private server, you need to perform the following steps before logging in: 

a). Click on the Private Deployment icon  . 

b). In the pop-up Private Deployment Service dialog, enter your exclusive service code. 

c). Click Confirm to return to the login dialog. 

4. Enter your Account and Password: In the login dialog, enter your FactVerse user account and password. 

5. Click the Sign in button. 

6. If you belong to only one enterprise account, the homepage will be displayed directly. 

7. If you have multiple enterprise accounts, a list of enterprise accounts will be shown. Select the enterprise account you want to use, and then the homepage will be displayed. 

Third-party login

FactVerse Designer supports third-party login using Microsoft’s identity and access management service Azure Active Directory (Azure AD), enhancing the security for users when using FactVerse services. The following are the steps for using third-party login: 

1. Open the FactVerse Designer login page. 

2. Select Language and Server: On the login page, you can choose the desired language and server. 

3. Private Deployment (Optional): If your company has deployed a private server, you need to perform the following steps before logging in: 

a). Click on the Private Deployment icon

b). In the pop-up Private Deployment Service dialog, enter your exclusive service code. 

c). Click Confirm to return to the login dialog. 

4. Click the Microsoft icon and then enter your third-party account credentials for login. 

Homepage

Upon successful login, you will be directed to FactVerse Designer’s homepage. The homepage provides you with access to the editing interface, allowing you to quickly access recently edited digital twin templates and digital twin scenes. 

In the homepage, you can perform the following actions: 

1. Create digital twin template: You can create brand-new digital twin templates.

2. Open digital twin templates: You can open existing digital twin templates for editing and customization.  

3. Create and open scenes: The homepage provides scene management functionality, allowing you to create new scenes or open existing ones.

4. Import scenes: The import feature is used to import Hands-on Lab scenes, enabling you to use the content from the Hands-on Lab. Please refer to FactVerse Hands-on Lab for guidance on using the Hands-on Lab.

5. Recently edited list: On the homepage, you can see a list of recently edited digital twin templates and scenes. This feature enables you to quickly access recently used templates and scenes, improving your workflow efficiency.

Template Editor

In FactVerse Designer, by clicking the New button on the homepage or opening any digital twin template, you will enter the Template Editor interface. In the Template Editor, you can define a specific type of digital twin in detail, including metadata, logic, and model aspects, among others.

Menus

The “Menus” in the Template Editor contain commonly used tools and commands for creating digital twin templates. Below are the functions of each menu:

MenuFunction
FileNew: Create a new template. If the current template has not been saved yet, it will prompt you to save it.
Open: Open an existing template from the cloud. If the current template has not been saved yet, it will prompt you to save it.
Save: Save the current template content.
Save as: Choose a location in the cloud directory to save the template and save the current template as a different one.
Close: Close the current template and return to the main page. If the current template has not been saved yet, it will prompt you to save it.
Output: Exit DataMesh FactVerse Designer. If the current template has not been saved yet, it will prompt you to save it.
ToolsMove Gizmo: Used to enable or disable drag navigation, helping users to linearly drag roles in the scene.
Operating Parameter: Displays key data such as memory, Draw Calls, Batches, FPS, and other valuable information.
ViewGround grid: Show or hide the grid for planes at a height of 0 in the scene.
View cube: Show or hide the view cube, viewpoint reset button, and projection switch button in the scene area.
SettingsLanguage: Used to switch languages. Simplified Chinese, Traditional Chinese, English, Japanese.
Account:
User Account: Displays the currently logged-in user account.
Logout: Logs out the current user account.
Upload Log: Allows you to upload the latest seven logs to the DataMesh FactVerse Services platform.
About: View the current application’s version number.

Toolbar

In the Template Editor, the “Toolbar” contains commonly used commands as listed in the table below:

Icon 

Description 

Home button: Clicking the home button will navigate to the main page. If there are unsaved modifications to the current template, it will prompt whether to save the current template. 

Save button: Save the newly created or modified template. 



Save as
button: Clicking the “Save as” button allows you to save the current template as a new file.

Undo button: Undo the user’s previous action. 

Redo button: Restores the user’s previously undone action. 

Resources

The Resources pane in the Template Editor is in the left pane of the interface. You can resize the Resources pane by dragging the bottom or right edge of the pane. Additionally, clicking the title of the Resources pane allows you to expand or collapse it. 

The Resources pane is divided into two sections: “My Resources” and “Tools”: 

My Resources 

In the My Resources section, you can access all available 2D and 3D resources. These resources include various elements and components that you can use to design and customize your template. 

Below are the features and interface elements in My Resources

    • Search: You can use the search box in My Resources to perform a fuzzy search for resources based on their names. 
    • Filter: By selecting tags, you can filter the resources in My Resources to display only those that have the chosen tags. 
    • Storage Path: Shows the storage path of the resource. Clicking  allows you to return to the upper level in the path. 
    • Refresh: Clicking the refresh button  allows you to update the resource materials. After uploading new resources, click refresh to view them in My Resources. 

Resource Status: 

    • Not Cached: Cloud-based materials have not been cached locally, and the icon appears in gray. 
    • Downloading: When you click on a not cached material, the download process begins, and the download progress is displayed. 
    • Cached: The icon is lit up, indicating that the material has been fully downloaded and can be directly dragged and dropped into the scene for use. 

Libraries 

The Libraries section contains pre-set digital twin content provided by the system, including pre-defined basic elements such as source, conveyors, and AGVs (Automated Guided Vehicles). These pre-set basic elements can be used as templates to help users quickly create complex digital twin templates.

In addition, the Libraries section also includes built-in system utilities such as subtitles, components, and shapes. These utilities enable users to add additional functionality and visual effects to the digital twin during the template editing process, enhancing interactivity and visual appeal.

Digital Twin Template

The Digital Twin Template pane is located below the Resources pane and is used to display the metadata, resources, and behavior trees of the current template. It is an essential component of the Template Editor interface, providing comprehensive viewing and management capabilities for the digital twin template content.

Scene Area

The “Scene Area” in the Template Editor is in the central pane of the interface and serves as the primary workspace for editing digital twin templates. Here, you can drag and drop models or tool resources from the Resources pane to start creating your digital twin template. 

The Scene Area includes the following elements:

    • Added Resources: You can add various resources, such as models, to the Scene Area for layout and editing purposes. 
    • View cube : Located in the top right corner of the Scene Area, the 3D Scene Gizmo displays the current viewpoint direction. Clicking the scene gizmo allows you to switch between six views (Front, Back, Left, Right, Top, Bottom).  
    • Viewpoint reset button : Clicking the reset button will bring the viewpoint back to the initial perspective, making it easy for you to readjust the view.  
    • Projection switch button : By default, the perspective projection is used. You can switch to orthographic projection by clicking on the toggle button. 

Attribute Pane

The Attribute Pane of the Template Editor is in the right-side pane of the Template Editor interface. It is used to edit the attribute information of the current template and the attributes of resources in the scene. 

The “Attribute Pane” of the Template Editor has the following main functionalities:

    1. Edit Template Attributes: When you click on a blank area in the scene, the Attribute Pane will display the current template’s attribute information. Here, you can modify the template’s name, description, and thumbnail information. 
    2. Edit Resource Attributes: When you select a resource in the scene, the Attribute Pane will show the selected resource’s attributes. You can adjust and set attributes of the resource here, such as size, position, color, etc. 
    3. Data Binding: The Attribute Pane allows you to perform data binding, linking the attributes of resources to other data sources. Through data binding, you can achieve automatic updates and interactive effects for the attributes of digital twins. For example, you can use external data to drive rotations, movements, and other posture changes of the twin object, enabling more realistic and real-time simulation effects.

Scene Editor

By clicking the New button or the Open button of the Scene section on the homepage, you can enter the Scene Editor interface. In the Scene Editor, you can organize digital twins created from twin templates into a digital twin scene, which includes functions such as digital twin layout and connections between entrances and exits. 

Menus

The Menus in the Scene Editor contains common tools and commands that you may use when creating twin scenes. Here are the functionalities of each menu:

MenuFunction
FileNew: Create a new scene. If the current scene has not been saved yet, it will prompt you to save it.

Open: Open an existing scene from the cloud. If the current scene has not been saved yet, it will prompt you to save it.

Save: Save the current scene.

Save As: Choose a location in the cloud directory to save the scene and save the current scene as a different one.

Export: Export the digital twin scene as a digpkg format file and save it.

Close: Close the current scene and return to the main page. If the current scene has not been saved yet, it will prompt you to save it.

Output: Exit DataMesh FactVerse Designer. If the current template has not been saved yet, it will prompt you to save it.
ToolsMove Gizmo: Used to enable or disable drag navigation, helping users to linearly drag roles in the scene.

Operating Parameter: Displays key data such as memory, Draw Calls, Batches, FPS, and other valuable information.
ViewLight: Show or hide lights in the scene.

Path: Show or hide paths in the scene.

Ground grid: Show or hide the grid for planes at a height of 0 in the scene.

View cube: Show or hide the view cube, viewpoint reset button, and projection switch button in the scene area.

Port connections: Show or hide ports and port connections in the scene.
SettingsLanguage: Used to switch languages. Simplified Chinese, Traditional Chinese, English, Japanese.

Account:
User Account: Displays the currently logged-in user account.
Logout: Logs out the current user account.

Upload Log: Allows you to upload the latest seven logs to the DataMesh FactVerse Services platform.

Change rendering environment: Modify the rendering environment of the digital twin scene.

About: View the current application’s version number.

Toolbar

In the Scene Editor, the “Toolbar” contains the following commonly used commands as shown in the diagram below:

Icon Description 
Home button: Clicking the home button will navigate to the main page. If there are unsaved modifications to the current scene, it will prompt whether to save the current scene. 
Save button: Save the newly created or modified scene. 
Save as button: Clicking the “Save as” button allows you to save the current template as a new file.
Undo button: Undo the user’s previous action. 
Redo button: Restores the user’s previously undone action. 
Path map button. 

Resources

In the Scene Editor, the Resources pane is located on the left side of the interface. You can adjust the size of the Resources pane by dragging the bottom or right edge. Additionally, you can click on the title of the Resources pane to expand or collapse it.

The Resources pane consists of three sections: Digital Twin, My Resources, and Libraries.

    • Digital Twin: In the Digital Twin section of the Resources pane, you can use digital twin templates to create digital twins and use them in your scene.
    • My Resources: This section functions similarly to the “My Resources” in the Template Editor. It contains all the 2D and 3D resources available to you. You can search and filter to find the resources you need.
    • Libraries: The Libraries section includes system-preset digital twin templates and built-in tools such as subtitles, components, and shapes. These tools can help you quickly add additional functionality and effects to enrich your twin scenes.

Digital Twin

In the Scene Editor, the Digital Twin pane is located below the Resources pane and is used to display all the digital twins present in the current scene. By default, it includes two light sources. 

The Digital Twin pane in the Scene Editor provides the following functionalities:

1. Show or hide digital twins: When hovering over the digital twin’s name in the list, an eye icon appears to the left of the name. Clicking this icon allows you to toggle the visibility of the digital twin. 

    • : The digital twin is currently visible. Clicking the icon will hide the digital twin. 
    • : The digital twin is currently hidden. Clicking the icon will make the digital twin visible.

2. Select a digital twin: Clicking the digital twin’s name will select the digital twin for further editing or operations. 

3. Adjust the Digital Twin pane size: You can resize the Digital Twin pane by dragging the right edge of the pane. 

4. Collapse the pane: Clicking the title of the Digital Twin pane, hiding the digital twin list. 

Scene Area

The “Scene Area” is in the central pane of the Scene Editor interface and serves as the primary workspace for editing digital twin scenes. In this area, you can layout, organize, and edit digital twins, models, and tools to create your desired digital twin scenes. 

The main features of the Scene Area in the Scene Editor include:

    • Drag and Drop Resources: You can drag and drop digital twins, models, or tools from the Resources pane into the Scene Area, placing them in the desired positions to start building your digital twin scenes. 
    • Editing and organizing: In the Scene Area, you can edit and organize the added digital twins and models, adjusting their positions, sizes, rotation angles, and more to achieve the desired scene effects.
    • Multi-view Display: The scene area supports multi-view display. By clicking on the view cube in the top right corner of the scene area, you can quickly switch between six views (Front View, Back View, Left View, Right View, Top View, Bottom View). This allows you to better observe and edit the scene from different perspectives.
    • Viewpoint reset: Clicking the viewpoint reset button  in the Scene Area allows you to return to the initial view, making it convenient for you to adjust and perform operations during the editing process.
    • Projection switching: You can switch between perspective projection and orthographic projection in the Scene Area to meet different scene requirements.

Attribute Pane

The “Attribute pane” of the Scene Editor is located in the right-side pane of the interface and primarily supports the following functions:

Edit scene attributes and behavior tree: When you click on a blank space in the scene, the Attribute pane displays the scene’s attributes. You can view and edit scene attributes such as name, description, and thumbnail. Additionally, you can switch to the behavior tree tab, which displays the behavior tree for the current scene. By clicking on any behavior tree, you can enter the behavior tree editor interface for corresponding editing and adjustments.

Edit digital twin attributes and behavior tree: When you select a twin body in the scene, under the Attribute tab in the attribute pane, the information about the selected digital twin is displayed, including its position, main functions, ports, etc. This allows you to make precise settings and adjustments. You can switch to the behavior tree tab, which displays the behavior tree for the current scene. By clicking on any behavior tree, you can enter the behavior tree editor interface for corresponding editing and adjustments.

Edit model resource attributes: When you select a model resource in the scene, the attribute pane displays the selected model resource’s attribute information. Here, you can adjust and set the pose attributes of the model resource or its substructures. You can also set the model or its substructure as Backface culling.

When a selected model or its subcomponent is set as “Backface culling,” observing the model or subcomponent from the back will make it disappear. This feature is mainly applied to scene models. For example, if you have a virtual factory model and select “Backface culling” for the external walls, when observing the factory from the outside, the external walls will be hidden, displaying only the internal structure and facilities, improving the visibility of the internal environment.

Edit other tool resource attributes: When you select a tool resource in the scene, the attribute pane displays information about the tool, such as color, position, and associated data for charts. You can make precise settings and adjustments through the attribute pane.

FactVerse Designer provides an intuitive visual Behavior Tree Editor, eliminating the need for coding to create complex behavior logic for digital twins.

The Behavior Tree Editor interface consists of the following main components: Toolbar, Node Menu, Behavior Tree Editing Area, and Attribute Pane. Through the combination of the Node Menu, Behavior Tree Editing Area, and Attribute Pane, the Behavior Tree Editor offers a visual and interactive interface, enabling users to easily create, edit, and adjust the structure and behavior logic of behavior trees.

Toolbar

The Behavior Tree Editor’s toolbar contains a series of commonly used functional buttons for operating and managing the editor. Below are explanations of the toolbar buttons and their functions:

    1. Back: The “Back” button is used to close the current behavior tree editor and return to the template or scene editor interface. After clicking this button, the behavior tree editor will be closed, and there will be a prompt to save or save as before exiting.
    2. Behavior Tree Attributes: This button is used to open or access the settings for the behavior tree’s attributes.
    3. Save: The Save button is used to save the currently edited behavior tree to the FactVerse Services platform.
    4. Save As: The Save As button allows users to save the currently edited behavior tree with a different name or path.
    5. Zoom View: The Zoom View button allows users to adjust the zoom level of the behavior tree in the editor interface. By clicking the Zoom View button, users can zoom in or zoom out the view of the Behavior Tree Editor to better observe and edit the details of the behavior tree.
    6. Delete Nodes: The Delete nodes button is used to remove the selected node. When a user selects a node and clicks the Delete nodes button, the node will be removed from the behavior tree.

Node Menu

The “Node Menu” is located on the left side of the Behavior Tree Editor interface. From the Node Menu, you can select the appropriate nodes and then drag them into the Behavior Tree Editing Area to create and edit the structure of the behavior tree.

Composite Nodes

Composite nodes consist of the following three types of nodes:

    • Parallel Node: All nodes under the parallel node are executed together, and if any one of them returns a failure, the parallel node returns a failure.
    • Selector Node: The child nodes under the selector node are executed from left to right. As long as one child node returns success, the entire selector node returns success, and the subsequent child nodes in the subtree will not be executed.
    • Sequence Node: The child nodes under the sequence node are executed from left to right. If any child node fails, the sequence node will fail, and the subsequent child nodes will not be executed. Only when all child nodes run successfully, the sequence node succeeds.

Action Nodes

In the “Node Menu” of the Behavior Tree Editor, all node types other than composite nodes belong to action nodes. Action nodes include the following types:

Digital Twin Nodes

    • Create Digital Twin: Creates a specified digital twin from the corresponding digital twin template with the specified pose (position and rotation angles).
    • Delete Digital Twin: Deletes the specified digital twin.
    • Set Attributes: Set the attributes of the digital twin or behavior tree.
    • Set Digital Twin Pose: Sets the position and rotation of the digital twin or roles within the digital twin.
    • Display or Hide Digital Twin: Shows or hides the digital twin or roles within the digital twin.

Path Nodes

    • Move Digital Twins Along a Path: Moves the digital twin along the configured path.
    • Set Digital Twin Moving Path: Configures the specified path to the digital twin’s attributes.
    • Move one step: Moves the target digital twin one step at the configured speed.
    • Generate Path: Modifies the digital twin’s movement path.

Role Nodes

    • Play Animation: Plays the specified animation for the designated role in the digital twin.

Storage Nodes

    • Outbound sorting: Moves the specified digital twin out of the designated storage area.
    • Inbound sorting: Places the specified digital twin into the designated storage area.

Port Nodes

    • Get digital twins from the input port: Retrieves digital twins from the specified ports and stores it in the designated attribute.
    • Remove digital twins from the input port: Removes digital twins from the ports.
    • Set Digital Twins to the Port: Places the target digital twin at the specified ports.

Behavior Tree Nodes

    • Add Behavior Tree: Attaches the specified Behavior Tree to the target digital twin, enabling it to execute the behaviors defined in the behavior tree.
    • Remove Behavior Tree: Detaches the specified Behavior Tree from the target digital twin, stopping it from executing the behaviors defined in the behavior tree.

Math Nodes

    • Random Number: Outputs a random number.
    • Addition: Performs addition operation on the target attribute’s value.
    • Subtraction: Performs subtraction operation on the target attribute’s value.
    • Orthostatic Distribution: Uses the input value to generate an output value following a normal distribution pattern.
    • Poisson Distribution: Uses the input value to generate an output value following a Poisson distribution pattern.
    • Sin Function: Converts the input value to its corresponding sine value and outputs the result.
    • Cos Function: Converts the input value to its corresponding cosine value and outputs the result.
    • Tan Function: Converts the input value to its corresponding tangent value and outputs the result.

Behavior Tree Editing Area

The “Behavior Tree Editing Area” is the primary workspace for creating and editing the structure and logic of the behavior tree. Users can drag nodes into the editing area, organizing them into a tree-like structure, and define the relationships and order between nodes. Users can adjust the positions of nodes and connect the lines between nodes. By working in the Behavior Tree Editing Area, users can intuitively build and modify the structure of the behavior tree.

Attribute Pane

The Attribute Pane is located on the right side of the Behavior Tree Editor interface and is used to set the attributes and execution conditions of behavior tree nodes. When a user selects a node, the Attribute pane displays the relevant attributes and conditional parameters of that node, which the user can set and adjust. The Attribute Pane also allows users to define the execution conditions of nodes, i.e., under what circumstances the node should be executed or skipped. By setting the execution conditions of nodes, users can control the behavior and execution logic of nodes based on specific conditions.

The Virtual Factory DLC is a digital twin content expansion package introduced by DataMesh, primarily targeting discrete manufacturing factories. By leveraging digital twin technology, it aims to improve the efficiency of execution in different business processes, including production planning, operation supervision, and layout planning, while also reducing overall manufacturing operational costs.

The Virtual Factory DLC includes common factory elements such as source, conveyor belts, converters, AGV carts, and operator. Subscribers to FactVerse Designer can use these preset factory elements directly when creating scenes or customize them based on this DLC to meet specific requirements.

Models

The models in the Virtual Factory DLC serve as background and decorative elements in scenes, enhancing the realism of digital twin scenes. These models can also serve as the foundation for customized digital twin templates, allowing users to create specific types of digital twins, such as equipment and operators.

The Virtual Factory DLC includes several types of models:

    • Background models: These three-dimensional models serve a decorative or background role in scenes or environments, enhancing the realism and visual appeal of the setting without serving as the primary interactive elements. Examples include factory backgrounds, storage boxes, stacks, and operating stations.
    • Product models: Representing different types of products, each color and shape signifies a different product category. Examples include yellow balls, red cubes, and finished plastic boxes.
    • Production equipment models: These models represent various production and transport equipment, including conveyor belts, robot, AGV, etc., used to simulate and display the actual equipment used in factories.
    • Operator models: Used to simulate operators or personnel in a factory environment.

Digital twin templates

The Virtual Factory DLC provides various preset digital twin templates, including product templates and production equipment templates. These templates aim to simplify the process of creating virtual factory scenes for users and provide highly configurable simulation experiences.

    • Product templates: These can be attached to production equipment to simulate the actual production of products in the factory. Examples include templates for yellow ball products, blue cube products, etc.
    • Production equipment templates: These templates include robot, AGV, etc. Users can use these templates to create digital twins for various production equipment, allowing them to simulate the production processes in the factory, including automation, transportation, and material handling.
    • Operator templates: Operator templates cover preset settings for appearance, clothing, and actions, making it easy for users to add and configure operators in their virtual factory scenes.

Digital twin scenes

The Virtual Factory DLC includes four digital twin scenes, allowing users to simulate and learn basic production line operations and management.

    • Primary logistics line: This scene allows users to simulate and learn basic logistics line operations and management, including processes such as raw material generation and transport.
    • Conditional sorting scene: This scene focuses on simulating the conditional sorting process, enabling users to understand and optimize material sorting operations under specific conditions. Users can configure the behavior tree of the sorting equipment through drag-and-drop, understanding the ability to sort based on the coordination of the behavior tree and digital twin attributes.
    • Robot sorting scene: In this scene, users can delve into the operation of robot in the sorting process, including precise grasping and placing of materials. By dragging and dropping the behavior tree mechanism of the robot, users can understand the ability to express actual motion actions of the device through model animations.
    • Transparent factory: A digital twin transparent factory refers to the real-time monitoring, analysis, and visual representation of a factory’s production process, equipment status, product quality, etc., through digital technology. This comprehensive transparency enables the entire factory’s production and operations to be visualized. The foundation of a digital twin transparent factory lies in digital twin technology, which precisely corresponds the physical factory to a digital model, allowing for comprehensive simulation and optimization of the factory’s production.

The Virtual Factory DLC is stored in the “Public directory” folder and is visible to all users with FactVerse Designer permissions. Users can use the Virtual Factory DLC in FactVerse Designer for various purposes.

The primary use cases for the Virtual Factory DLC are as follows:

    • Viewing DLC content, including DLC directories and list contents, in the digital twin module of the FactVerse Services platform.
    • Referencing DLC scenes and digital twins in other functional modules of the FactVerse Services platform. Currently, the equipment inspection module can reference scenes, and the data fusion module can reference digital twins.
    • Viewing, saving, and editing DLC content in FactVerse Designer. Note: Content that supports saving as a new file includes templates, behavior trees, digital twins, and scenes; models in the DLC cannot be saved.

Edit templates in Virtual Factory DLC

If you need to edit templates in the Virtual Factory DLC and save changes, follow these steps:

    1. Click the “Open” button under the Digital Twin Template on the homepage of FactVerse Designer to open the resource window.
    2. In the resource directory, find and select the preset template in the Virtual Factory DLC that you want to edit. Click “Open” to open this preset template in the template editor.
    3. In the template editor’s toolbar, click  to save this preset template to another directory.
    4. Edit the template, such as adding model resources, adjusting the position and rotation angle of model resources, etc.
    5. After completing the editing, click to save your changes.

Edit behavior trees in Virtual Factory DLC

When you need to edit preset behavior trees in the Virtual Factory DLC and save changes, you should open the behavior tree in the template editor or scene editor and then edit after saving as a new file.

For editing preset behavior trees in a newly created template, follow these steps:

1. Click the New button under Digital Twin Template on the FactVerse Designer homepage to create a new template.

2. In the template editor’s Digital Twin Template pane, click ︙ next to Behavior Tree, then select Add Behavior Tree to open the behavior tree list.

3. In the behavior tree list, select the preset behavior tree in the Virtual Factory DLC that you want to edit. This behavior tree will be added to the template.

4. Double-click the behavior tree’s name to open it in the behavior tree editor.

5.In the behavior tree editor’s toolbar, click  to save this preset behavior tree to another directory.

6. Add behavior tree nodes, edit behavior tree.

7. After editing, click to save your changes.

Edit scenes in Virtual Factory DLC

When you wish to edit scenes in the Virtual Factory DLC and save changes, follow these steps:

1. Click the Open button under Scene on the FactVerse Designer homepage to open the resource window.

2. In the resource directory, find the Virtual Factory DLC scene you want to edit, click Open to load it in the scene editor.

3. In the scene editor’s toolbar, click  to open the Save As window.

When saving the scene, you can choose whether to save digital twin data within the scene:

    • Save As (Scene Only): If you only save the scene as a new file, modifying digital twins in the scene will affect the original digital twins in the scene. Note: For DLC scenes, it is only supported to modify content other than digital twins in the scene.
    • Save As (Scene and Digital Twins): If you choose to save both scene and digital twin as a new file, modifying digital twins will not affect the original digital twins in the DLC.

FactVerse Hands-on Lab is a training package created based on the content of the Virtual Factory DLC. It includes training videos and practical digital twin scene content. Through these training materials, you can gain a deep understanding of digital twin scene construction, experience rich materials and critical business instances to enhance your operational capabilities, and quickly optimize workflows.

Import the scene of Hands-on Lab

First, the enterprise tenant administrator needs to use the import function in FactVerse Designer to import the scene files (.digpkg files) of the Hands-on Lab:

1. Download the Hands-on Lab package to a local folder.

2. On the homepage, click the Import button.

3. In the Open Scene window, select the scene file to import and click Open.

4. After importing successfully, the directory of the imported scene remains consistent with the original scene file’s directory, and all users under the tenant can see this directory and scene.

Edit Hands-on Lab scenes

The specific steps for editing Hands-on Lab scene files are as follows:

1. Open and log in to FactVerse Designer.

2. On the homepage, click the Open button below the Scene to open the resource window.

3. In the resource directory, find the Hands-on Lab scene you want to edit, click Open to load the scene in the scene editor.

4. In the scene editor’s toolbar, click the Save As button  to save the scene separately. Recommendation: Check the option Save As (Scene and Digital twins).

5. Based on the Hands-on Lab video, use models, digital twins, etc. from the DLC to edit the scene, actively building your own production line.

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