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FactVerse Designer provides two methods to create digital twin templates to meet different needs:

Customize a preset template

The Virtual Factory DLC includes a range of common templates, such as sources, conveyors, and AGVs (Automated Guided Vehicles). Users can select these preset templates and customize them to meet their specific needs, making the creation of digital twin templates both straightforward and efficient.

Customize a preset queue template

In this example, we will use the preset Queue template from the Virtual Factory DLC to create a customized queue template that allows users to modify default attribute values. Follow the steps below:

1. Click the Open Template button below the Digital Twin Template on the left side of the homepage to open the template editor.

2. In the prompt window, choose the “Queue” template and click the Open button to open the “Queue” template in the Template Editor.

3. Click the Save As button  to open the Save As window.

4. In the Save window, choose the storage directory, specify the template name, and then click Confirm to complete the template’s save as process.

5. In the Digital Twin Template pane, select the Width of Goods under the Storage structure. In the Attribute Pane on the right side, change the default value to 0.2.

6. Similarly, change the default values for “Goods Length” and “Goods Height” to 0.2.

7. Click the Save button  to save the template.

Create a brand-new source template

Users can create entirely new templates from scratch, fully customized to meet specific scene requirements.

Example: Create a color-changing cube template

This example demonstrates how to change the color of a cube based on its signal value.

1. Create a cube template:

a) Click on New Template on the homepage to open the template editor.
b) Drag the “Cube” from the Libraries into the scene area and position it appropriately.

c) Click the save button on the toolbar and name the template “Color-Changing Cube.”

2. Add main function structure:

a) In the Digital Twin Template pane, click︙next to Metadata and select Add Structure.

b) Scroll down to find the newly added structure “Part_1,” click on “Part_1,” and rename the structure to “Main Function” in the attributes area.

c) Under the “Main Function” structure, add two attributes: Color (Color) and Signal (Int).

3. Bind the color attribute data:

a) In the scene area, select the cube model.
b) In the right-side attributes panel, click the Add button next to Data Binding, then select the “Color” attribute from the attributes list.

c) In the color attribute binding window, click and choose the “Color” attribute from the Main Function structure.

d) Click Confirm to complete the color data binding.

e) Click the save button on the toolbar to save the template.

4. Create the behavior tree—change color with the signal:

a) In the Digital Twin Template pane, click︙next to the Behavior Tree section and select “Create Behavior Tree.”

b) Save the behavior tree and name it “Change color with the signal.”

5. Edit behavior tree logic:

a) Double-click the “Change color with the signal” behavior tree to open the behavior tree editor.
b) Add a Selector node under the Root node.

c) Add a Sequence node under the Selector node and set the condition to “Compare attribute values of two digital twins” for the Sequence node.

The condition settings for “Compare attribute values of two digital twins” are as follows:

  • Target attribute 1
    • Get value from: Attribute in the digital twin
    • Get digital twin from: Self
    • Target attribute: Select “Singal” attribute from the “Color-changing cube” template
  • Target attribute 2
    • Get value from: Manual entry
    • Value: 1
  • Comparison method: Equal to

d) Add a Set Attributes node under the Sequence node and set the node’s attributes.

The “Set Attributes” node’s attributes are as follows:

  • Target attribute
    • Get attribute from: Attribute in the digital twin
    • Get digital twin from: Self
    • Select attribute: Select “Color” attribute from “Color-changing cube” template
    • Strategy for setting value: Replace the original value
  • Value
    • Get value from: Manual entry
    • Value: 0,0,1,1

Explanation: The logic of “Sequence Node 1” and “Set Attributes 1” determines that when the cube’s “Signal” attribute value is 1, the cube’s color changes to RGBA(0,0,1,1).

e) Add “Sequence node 2”:

i. Copy and paste “Sequence Node 1,” which will automatically be added below the Selector node.
ii. Rename it to “Sequence Node 2.”
iii. Set the manual entry value in the Target attribute 2 to “2.”

f) Add “Set Attributes 2” node under “Sequence Node 2”:

i. Copy and paste “Set Attributes 1” node, which will automatically be added below “Sequence Node 1.”
ii. Rename it to “Set Attributes 2.”
iii. Delete the line connecting “Sequence Node 1” and “Set Attributes 2” nodes, and reconnect “Sequence Node 2” to “Set Attributes 2” node.
iv. Modify the Value of the Target attribute in “Set Attributes 2” node to “0,1,0,1.”

g) Add “Sequence node 3”:

i. Copy and paste “Sequence Node 1,” which will automatically be added below the Selector node.
ii. Rename it to “Sequence Node 3.”
iii. Set the manual entry value in the Target attribute 2 to “3.”

h) Add “Set Attributes 3” node under “Sequence Node 3”:

i. Copy and paste “Set Attributes 1” node, which will automatically be added below “Sequence Node 1.”
ii. Rename it to “Set Attributes 3.”
iii. Delete the line connecting “Sequence Node 1” and “Set Attributes 3” nodes, and reconnect “Sequence Node 3” to “Set Attributes 3” node.
iv. Modify the Value of the Target attribute in “Set Attributes 3” node to “1,0,0,1.”

i) Add “Sequence node 4”:

i. Copy and paste “Sequence Node 1,” which will automatically be added below the Selector node.
ii. Rename it to “Sequence Node 4.”
iii. Set the manual entry value in the Target attribute 2 to “4.”

j) Add “Set Attributes 4” node under “Sequence Node 4”:

i. Copy and paste “Set Attributes 1” node, which will automatically be added below “Sequence Node 1.”
ii. Rename it to “Set Attributes 4.”
iii. Delete the line connecting “Sequence Node 1” and “Set Attributes 4” nodes, and reconnect “Sequence Node 4” to “Set Attributes 4” node.
iv. Modify the Value of the Target attribute in “Set Attributes 4” node to “0,1,1,1.”

The following diagram shows the complete behavior tree structure:

6. Save behavior tree:

a) Click the save button on the toolbar to save the behavior tree.
b) Click < to exit the behavior tree editor.

7. Save template: Click the save button on the toolbar to save the template.

8. Exit template editor: Click the home button to exit the template editor and complete the template editing.

By following these steps, you can create a digital twin template for a color-changing cube. You can use this template to create cubes, set the cube’s “Signal” attribute value, and observe the color changes of the cube.

Creating a digital twin is a crucial step in building a digital twin scene. You should create the necessary digital twins based on the scene’s requirements and add them to the scene for further configuration.

You can choose from two methods to create digital twins:

  • Individual creation: create digital twins one by one using the digital twin template.
  • Batch creation: Create and modify digital twins in bulk using an Excel Template for easier management and configuration.

Individual creation

You can create the required digital twins one by one using a digital twin template. Here’s an example of how to create a digital twin called “Source 2” using the “Source” template from the DLC. The steps are as follows:

1. Open scene editor: Create a new scene or open an existing one to enter the scene.

2. Create a digital twin: In the scene editor, click the “Add” button in the Digital Twin pane of Resources, fill in the digital twin information, and complete the creation.

3. Fill in the digital twin information: In the new digital twin window, enter the digital twin’s name as “Source 2,” select the digital twin template “Source” from DLC, and set the digital twin’s storage location.

4. Complete creation: Click the Confirm button to complete the creation of Source 2.

After completing these steps, you will have successfully created the “source” digital twin named “Source 2.” Next, you can add it to the scene and further configure its attributes and operational logic to build the complete digital twin scene.

Batch creation

Users can create batch digital twins by exporting, filling out, and importing a spreadsheet. The specific steps are as follows:

1. Open the digital twin template: On the homepage, click the Open Template button to select and open the digital twin template you will use for batch creation.

2. Export spreadsheet:

a) In the template editor menu, click File > Export as .xlsx file.

b) In the pop-up window, enter the desired spreadsheet name and storage path, then click Save.

3. Fill out the digital twin Information: Open the saved Excel spreadsheet and fill in the digital twin information. You can choose whether to include each attribute based on actual needs, and follow the example format in the spreadsheet. After editing, save the spreadsheet.

Name

Data Type

Format

Example

Digital twin ID

String

The unique identifier of the digital twin.

12345-abcde

Digital twin name

String

Custom name

Red cube 1

Identifier

String

Custom identifier code

abcde-67890

Storage path

String

Storage path of the digital twin

/My Space

Parent object ID

String

ID of the associated parent digital twin, leave empty if none

12345

Pose location

vector3

3D coordinate position, representing the digital twin’s location in the scene

1.0, 2.5, 0.0

Pose world position

vector3

3D coordinates of the digital twin in the world coordinate system

100.0, 50.0, 0.0

Pose rotation

vector3

Rotation angle of the digital twin, typically represented by angles along the three axes

0.0, 90.0, 0.0

Pose Minimum Value of the Bounding Box

vector3

Minimum point coordinates of the digital twin’s bounding box

-1.0, -1.0, 0.0

Pose Maximum Value of the Bounding Box

vector3

Maximum point coordinates of the digital twin’s bounding box

1.0, 1.0, 2.0

Pose Speed Direction

vector3

The direction vector of the digital twin’s current velocity

0.0, 1.0, 0.0

Pose Speed

double

Movement speed of the digital twin, usually a floating-point value

5.5

Pose Move along the path

bool

Boolean value indicating whether the digital twin moves along a set path (True or False)

True

Pose Current Moving Path

path

The  movement path of the specified digital twin

0:0,1,0|0:5,1,0

It represents a straight-line path between the points (0,1,0) and (5,1,0).

Note: To modify an existing digital twin, you must fill in the digital twin’s ID in the spreadsheet. If you are creating a new digital twin, the digital twin ID in the spreadsheet can be left blank.

4. Close the table:  Before importing the table, make sure to close the table that has been edited.

5. Import the spreadsheet:

a) Click the homepage button to return to the homepage.
b) On the homepage, click the Import Excel button.

c) Upload the spreadsheet saved in Step 3 to complete the batch creation of digital twins.

Add digital twins to the scene

By placing digital twins into the scene, you can more intuitively plan the layout, configure operational logic, and ultimately build a complete digital twin scene, achieving the connection and management of the virtual and physical worlds.

Steps:

  1. Open or create a scene: In the “Scene Editor,” you can either open an existing scene or create a new one. 
  2. Find the digital twin to add: In the digital twin pane of the “Scene Editor,” browse and find the digital twin you want to add. 
  3. Add to the scene: Check the box next to the digital twins you want to add to the current scene. You can select multiple digital twins at once. Click the Add to the scene button, and the selected digital twins will be added to the scene area.

Once the digital twins are added, you can further configure their attributes, set up operational logic, and complete the construction of the digital twin scene.

Path planning constrains the movement trajectory of the digital twin in a digital twin scene. It forms a directed connected graph of movable range by defining a series of key points and their connectivity. Users can specify the movement path on this graph to ensure that the digital twin moves in the scene according to the prescribed route. Path planning is for the entire scene, and different digital twins can share consistent navigation rules.

The feature includes the following main contents:

  • Key Points: Key points are marked in the scene and serve as vertices in the connected graph.
  • Connectivity: Connectivity defines the relationships between key points, including whether they can be connected and the direction of the connections, forming a directed graph.
  • Path: Paths are specified as a series of consecutive vertices in the connected graph, creating a fixed movement route for digital twins.

Construction mode

In the construction mode, you can create key points by left clicking on any area in the scene and then move the mouse and click again to create the next key point. The two key points will be automatically connected with the default direction.

To improve the efficiency of path construction, you can configure the default construction settings in the upper left corner of the scene, including the point height and path direction. Created points will apply the default settings.

  • Height: In construction mode, you can set the point’s height.
  • Path Direction: In construction mode, you can set the direction that a point connected to the next one. The direction options include forward, reverse and bidirectional.

As points are constructed in the scene, corresponding entries will appear in the left-side point list pane, following the naming rule “Point+Num” by default.

After creating the key points, you can perform the following operations:

  • Rename or delete points.
  • When a point is selected, you can precisely adjust its position data through the coordinate input box in the right-side properties pane.
  • When the line connecting two key points is selected, clicking the direction arrow options in the right-side attribute pane can switch the connection direction between the two points.

Selection mode

In the selection mode, you can drag the scene to move the entire view and also select key points to modify their positions.

Basic process of creating paths

1. In the scene editing interface, click the path map button  in the toolbar to enter the Path Planning interface.

2. Once in the Path Planning interface, use the construction mode to create points. Points will be created on the plane based on the default construction height (0).

3. The newly created points are connected in the default direction, i.e., forward from the current point to the next one.

4. In selection mode, click on points and lines to modify their positions and connection directions.

Import scene and export scene

The digital twin scene file (.digpkg file) contains digital twins and other digital twin content in the scene, such as metadata, behavior trees, resources, scene paths, etc. of digital twin templates. Users can choose to import and export digital twin scenes on the homepage.

Positioning editing

When creating a digital twin scene, FactVerse Designer automatically generates a marker at the (0, 0, 0) location in the scene. Users can scan this marker in DataMesh One while playing the scene to accurately place the digital twin scene at the target location in the physical environment. 

FactVerse Designer offers positioning editing features, allowing users to modify, add, or delete markers as needed, or use reference models to assist in scene editing.

Edit markers

Here are the steps to edit the marker in a scene:

1. Enter position mode: In the Scene Editor, click the Position Mode button  on the toolbar to switch to position mode.

2. Edit the marker: In the element list (showing all markers and reference models), select the marker you want to edit. The attribute panel will display details such as:

a) Position: Adjust the 3D location of the marker by modifying the position parameters.
b) Rotation (Y): Change the rotation angle of the marker around the Y-axis.
c) Preset: Use the attribute panel to quickly set the marker’s direction (horizontal or vertical).

3. Add a Marker: Without selecting any element, click the Add Marker button in the attributes panel to add a new marker to the scene. The marker will automatically be numbered. You can add up to 20 markers per scene.

4. Delete a Marker: Select the marker you want to remove, then click the delete button in the element list to delete it.

Add reference model

In a digital twin scene, you can use a reference model to help with scene editing and positioning.

Here’s how to add a reference model:

1. Enter Position Mode: In the scene editor, click the “Positioning Mode” button in the toolbar.

2. Add the reference model: Drag a model from the resource library into the scene to use as a reference for editing and positioning.

3. Exit position mode: Click the “Exit” button to leave position mode.

4. Position other elements: Use the reference model to help position other digital twins or elements in the scene, ensuring they align with the real-world environment.

The Business data dashboard can be used to display real-time IoT data and simulated data. Users can select data in the attribute pane, and set the background, text color, font size, and data prefix.

The following are the general steps to bind simulated data:

1. Drag the Business data dashboard tool into the scene.

2. Select the business data dashboard, and configure its font size, text color and alignment in the attribute pane.

3. Choose the content to display, such as the attribute names of digital twins.

4. Set the title of the dashboard.

5. Click on +Select Twins.

6. After clicking + Select Twins, a list of digital twins in the scene will appear. You can search for digital twins by name. In the list of selected digital twins, find the digital twin you want to bind and click to select it.

After selecting a digital twin, the original + Select Digital Twin button will display the name of the chosen digital twin. Clicking on this name will bring up the list of digital twins for reselection.

7. After selecting a digital twin, the attributes of the digital twin will be displayed below the digital twin ‘s name. Click to select the attribute data you want to display.

8. Click the play button  in the upper right corner of the page to preview the effect.

In FactVerse Designer, you can adjust the scene perspective in various ways to better observe and edit the scene. Here are some commonly used methods for adjusting the scene perspective:

  • Rotate View: Hold the right mouse button to drag the entire view. The mouse cursor will change to a magnifying glass, allowing the user to observe the model from all angles.
  • Adjust Baseline Height: Use Shift + Left mouse button to quickly adjust the baseline height.
  • Zoom space: You can zoom in and out by scrolling the mouse wheel. Scrolling up will zoom in, and scrolling down will zoom out.
  • Drag Scene: You can drag the scene by holding down the mouse wheel or clicking the scene area and hold the left mouse button to drag the entire scene. This allows you to move the scene horizontally or vertically for better viewing.

The rendering environment of a scene refers to the lighting effects set in the virtual scene, simulating the propagation, reflection, and refraction of light in the scene. It can affect the appearance, lighting, and shadow effects of objects, enhancing the realism and authenticity of the scene.

In FactVerse Designer, newly created scenes do not have specific rendering effects by default. You can choose from the system’s provided preset rendering environments or customize the rendering environment for your scene to make the virtual environment more realistic and immersive.

To modify the rendering environment of a scene, you can follow these steps:

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

2. You can choose a preset rendering environment. When choosing “None”, the scene will have no specific environmental reflection effects.

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

Steps for custom reflection environment:

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

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

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

4. In FactVerse Designer, click on the Settings menu and select Change rendering environment from the dropdown menu to open the Change rendering environment window.

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

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

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

Play recording

The Scene Recording Playback function allows users to conduct horizontal comparison between scenes by contrasting different parameter configurations, layouts, or elements, or by comparing differences between multiple scenes.

Process for scene recording playback

1. Scene recording:

a) In FactVerse Designer, open the scene to be recorded.
b) Click on the Record button in the toolbar.
c) In the Record window, fill in the recording name, duration, and select storage location, then click Confirm.

d) Wait until the recording progress reaches 100%, then click Confirm to complete the recording. The recording file contains scene content data and runtime data, which is for playback only and cannot be edited.

e) Click the homepage button to go back to the homepage.
f) In the pop-up window, click Save.

2. Play:

a) Click the Play Recording button on the homepage.

b) In the opened window, select the recording file, then click Open.

c) Use the toolbar in the playback interface to play or pause, control playback progress, adjust playback speed, or exit operations.

Behavior tree debugging with breakpoint

You can pause the behavior tree traversal and scene execution by setting breakpoints in the behavior tree. This allows you to view the execution status and condition details of each behavior tree node at that moment, helping you check and debug the behavior tree logic.

1. Enter debug mode

a) In the scene editor, click the breakpoint debugging button on the toolbar.
b) Enter the behavior tree debugging mode. The toolbar will display four playback control buttons:

    • Play one node: Execute each behavior tree node step by step.
    • Resume playing: Continue executing the behavior tree until the next breakpoint or end.
    • Replay: Replay the scene.
    • Exit: Exit debug mode and return to normal mode.

2. Add a behavior tree breakpoint

a) Select a digital twin: Click on the digital twin to select it.
b) Open the behavior tree panel: Click the behavior tree panel button on the toolbar.
c) Add a breakpoint: In the behavior tree panel, select the node you want to debug and click on the top right corner of the node to add a breakpoint (marked with a red dot).

3. Debug the behavior tree

a) When the behavior tree is running, execution will pause at breakpoints. You can click the condition button on the top right corner of the node to open the condition panel for that node and view the current execution status and condition details. Conditions that pass are shown in green, while those that do not pass are shown in red.


b) Use the control buttons on the toolbar for step-by-step execution or to continue playback to check the behavior tree logic and execution.

4. Exit debug mode

a) Click the exit button on the toolbar to leave debug mode and return to the scene editing interface.

5. Modify problematic nodes

a) In the scene editor, select the digital twin, open its behavior tree, find the problematic node, and make modifications.
b) After making the necessary changes, run the debug mode again to ensure the issue is resolved.

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