Picture of Mapping your 3D Mesh to your 2D Template in Blender for MegaEdit 3D | ME_3D_006

Mapping your 3D Mesh to your 2D Template in Blender for MegaEdit 3D | ME_3D_006

Learn how to map your 3D model mesh onto your 2D dieline or template within Blender for use in MegaEdit 3D.

Tutorial Video Transcript

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Right.

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So our next step is to actually

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link certain areas of the

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as we've been talking about
areas of the 3D model onto our 2D model.

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Now this is where it gets a bit fiddly.

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So I'd be amazed if this works perfectly.

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First time.

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But what we basically want to do is.

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So if I find specific areas of this model.

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And I want to.

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Select the elements that I require

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within here.

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Now you see that
when I select certain elements,

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the same corresponding set of elements
will be shown over on the right hand side.

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So that's where it is
located at the moment.

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What I can do

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over on the right hand side
is then move that around

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so I can go to sort of
select the element group.

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And then I've got to remember my key
prompt G,

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which allows me to actually move
that around and position it.

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Now one thing I've seen here

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is that the aspect ratio of the elements
is not the same on both.

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That's not something I came across

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during my testing for this,
so I don't know the exact solution.

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However, we'll continue seeing as,

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it's just a a basic example

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where you can see
I've done is I've position

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the element group
onto that particular area.

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And we can do this
with a few different areas.

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So for example, if I select

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this section here

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I'll be down there.

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So again I can move this around.

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I'll be over here.

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I'll do one here.

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And then I'm also going to do it so we can
change the color of these top sections.

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So I'll just do 1 or 2 of
these. Just as our example.

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So if I select that one there

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again that's highlighted those elements
and I can move that around.

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You've also got other options
available as well for these element

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groups such as rotating them
or rescaling them if you need to.

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So I can say artery off to rotate.

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And you can see that as I'm moving them
around actually does change

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what's visible on the actual 3D,
model itself.

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So you can actually see if you're doing it
correctly.

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So let's go back to my other one

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I specified just as an initial
and make sure that's the right way around.

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So you can see that as I move
that onto my code section there.

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It's not doing it in the right
configuration.

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So I might want to rotate that.

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And then I can use S to rescale.

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And there we go.

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Now the last thing to do
is make sure that we've

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well as I said earlier
on, the ideal scenario is that you map

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every single element there
to specific areas on your 3D model.

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That means anywhere
that somebody put something on that box

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in 2D will get shown in 3D.

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We're not going to do that.

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In our example
just for the sake of simplicity.

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So what we want to make sure is that all
of these other areas aren't interfering.

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The easiest way I've found to do that is
just to make sure everything's selected.

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Deselect
the islands that we don't want to use.

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So the ones that we've already
positioned, for example.

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And then the ones

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that are remaining,
I can just click S, rescale

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those and just put those
into a little tiny corner,

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which I'm not going to do anything with.

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So now that's always going to be
that color that's on the,

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on the die line.

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okay.

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One second.

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Again, just checking my notes.

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Okay.

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Now that in terms of our, configuration,

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obviously very, very basic
and it's not complete in our example here,

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but methodology wise,
that is pretty much all we need to do.

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So what I can do at this stage

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is go ahead and export the Json file.

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Okay.

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So again this is where we require that
three plugin that requires you to have

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that blender 2.79 that I was talking
about the specific version of blender.

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if I go to file export,

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if I've got the plugin available,
I can go three JS.

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And then I can just

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export that into the.

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Now chances are
you're not going to get this configured

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perfectly first time
when you're trying this out.

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So you will probably have to come back

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into blender eventually
and sort of make some tweaks.

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But in terms of our first foray
into blender, that's all we need to do.

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We're now ready to actually go and start
specifying some things inside

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MegaEdit itself.

 

Incomplete
Guide

Linking 2D Dieline Locations to the 3D Model Mesh in Blender | ME_3D_006

In this tutorial, we'll take a look at the process followed in Blender 2.79 to assign specific parts of your 3D model's mesh onto specific areas of your 2D dieline or guide image.

The end result will be we are able to visibly see that areas of the mesh are positioned in strategic areas of the 2D dieline image.

Please note: This is not designed as a Blender tutorial so will not go through all of the Blender commands and requirements. We will be sticking strictly to the process required for your eventual MegaEdit 3D model.

Creation Date: Jun 12, 2024
Created By: Sam Webster

1. We again begin in Blender

We'll start in Blender with our 3D model opened. We are continuing from the previous tutorial, where our UV Mapping has already been started but not refined.

If you cannot see the 3D model mesh you may not be in "Edit" mode. Click the 3D viewer and hit the Tab key until you see the mesh being displayed.

We again begin in Blender

2. Select your first group of elements to position relative to your dieline or template

In my example, our aim is ensure that a large image can be placed onto one of the boxes faces.

I've selected the group of elements which correspond to this location.

Select your first group of elements to position relative to your dieline or template

3. Navigate to the UV/Image Editor tab

You will see the mesh you have selected on the 3D model is displayed on the 2D image, however its positioning and sizing is likely wrong at this stage.

Navigate to the UV/Image Editor tab

4. Selection options are located at the bottom of the screen. Select the option allowing you to highlight entire islands of mesh elements.

Selection options are located at the bottom of the screen. Select the option allowing you to highlight entire islands of mesh elements.

5. Right click on the element island to select it

Right click on the element island to select it

6. Press the G key to to enable grab mode, and move your element island to the location corresponding with the selected elements on the 3D model.

Press the G key to to enable grab mode, and move your element island to the location corresponding with the selected elements on the 3D model.

7. Press the S key to enable scale mode and resize your selected element island to match the size and position of the corresponding selected elements on the 3D model.

Press the S key to enable scale mode and resize your selected element island to match the size and position of the corresponding selected elements on the 3D model.

8. If required, press the R key to rotate the selected element island, so that it matches your 3D model.

If required, press the R key to rotate the selected element island, so that it matches your 3D model.

9. Repeat these steps for any of the 3D model elements you need to map to specific locations on the 2D dieline / template

Repeat these steps for any of the 3D model elements you need to map to specific locations on the 2D dieline / template

10. Right click here

Right click here

11. We need to ensure the rest of our elements, that we don't intend to map to specific locations on the 2D dieline / template, are positioned in a suitable location

Begin by selecting the 3D viewer and pressing the A key. This will highlight all elements and will show all element islands on the 2D image.

We need to ensure the rest of our elements, that we don't intend to map to specific locations on the 2D dieline / template, are positioned in a suitable location

12. Select the window with the 2D view and click the A key until all element islands are selected

Select the window with the 2D view and click the A key until all element islands are selected

13. Hold Shift and right click over the element islands you have already positioned to deselect them

Hold Shift and right click over the element islands you have already positioned to deselect them

14. Use the keys G and S to position the remaining elements in a suitable location

In my case, I wish the rest of the elements to always display the main canvas colour. In this example that is the cardboard colour. So, I move the remaining element islands to a 'cardboard' area which we are not intending to modify as part of our variable product.

You can of course position all element islands correctly if you wish, however this may often be surplus to requirements.

Use the keys G and S to position the remaining elements in a suitable location

15. Next, we will export a json file which can be used by MegaEdit.

This requires the THREE plugin, which due to age has been depreciated and generally unavailable. If you need this, you will need to contact Infigo.

Next, we will export a json file which can be used by MegaEdit.

16. Select a file location, give it a name and click Export THREE

Select a file location, give it a name and click Export THREE