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so let me start off our
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description here
with a very high level overview.
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So before I dig into the details
of prepping this thing,
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just a quick five step basic process
as to what I'm going to do.
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And then we'll go through it
in a little bit more detail.
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So the first thing is to actually gather
our resources.
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This is what I've just been talking about.
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So you would require a 3D model,
which again,
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we're not going to be creating today.
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That's that's just in blender.
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Or if you get your model from elsewhere,
what we're going to be focusing on
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is just the prep work for that model
and then the 2D image as well.
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Now we'll talk about this later
on in more detail,
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but that, as I mentioned,
can either be a Di line
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or it can be a template
if some other form.
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It's also worth me saying
that you don't just need one template
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if that's not suitable,
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so you don't have to have just one image
which you link to the entirety
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of your 3D model.
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You can have it so there's multiple
different pages of canvas,
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which have multiple images
which can be mapped to different areas
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of your 3D model. And again, it's very
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model and product specific
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as to how you might utilize those.
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Step two again,
which we'll see a bit later
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on, is linking
that 2D image and the 3D model.
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So we add to do this
we add them to the same blender file.
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So again we're saying out of Infigo
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at this particular stage
we are just using blender.
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We get the 3D model.
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We get the 2D model
both inside our blender file.
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And then what we're essentially doing
is defining a material
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to our 3D model.
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And we're using the 2D template
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as the visual appearance of that material.
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And what it basically means is that
we're laying one of them over the other.
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And as you can see on the image
on the left hand side here, what
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that will give you initially
is just a big mishmash of it,
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trying to transpose
that entire 2D model onto the 3D model.
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It's now a job to figure out which bit
rates to which match them together.
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So as I've just been saying, step
three is linking
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parts of your mesh
to areas on your 2D template.
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Now, in a lot of the models
I demonstrated, there,
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the entirety of that
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3D model mesh
will be mapped to the 2D model.
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And what it basically means
is that you can add resources to anywhere
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on that canvas, anywhere on that dieline
and it will show on the 3D model.
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This is the best way to do it.
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That means you've got
the most versatility.
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What we're going to do in
our example is just map particular areas,
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just to keep it nice and simple.
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And what it means as a result is
we can keep the model
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in MegaEdit really locked down
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so that we're controlling
what our customers are able to put on.
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So we keep it within the confines
of what we want them to do.
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Step four is to actually configure
the MegaEdit product
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for using in our 3D model.
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So I'm talking about more of the back
end side of things here.
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it's actually very, very easy to do this.
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So what we're essentially doing is
once we've set up the blender file,
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we're exporting a Json file from blender
that we'll see later on.
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And then there's a couple of lines of code
that we need to change.
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And then we put that Json file
into our Infigo storefront.
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We've got a little bit of config
for our 3D preview
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which again you need to modify 1
or 2 lines of it to make it compatible.
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Paste that into your MegaEdit product
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and beyond actually
doing your usual MegaEdit configuration.
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So canvas specifications, stock
specification, output type, specification.
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That's really all that you need to do.
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So the
actual specification of the 3D preview
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in MegaEdit side of things
isn't too bad at all.
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Most of the practice
I've mentioned is in blender.
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And then finally, step
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five is the setup of the Mega
Add a MegaEdit Editor experience.
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Now this is where
that versatility comes in.
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so we've seen loads of different examples
of the different ways
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you can set this up,
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but you just make sure you're making it
a nice experience for your customers.
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And how you do
that will depend on your particular
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product.