00:00:05:23 - 00:00:09:05
So as
I mentioned, there's a couple of small
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tweaks
to lines of code that we need to do.
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So let me just find.
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The model that we were working with,
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this is the Json file that we exported.
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And what you can see that
contains is just a
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lot of information
isn't really human readable.
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however, what we're looking for,
I think, is that section in the middle
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there. Yes.
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Yeah.
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So let's make everybody dizzy.
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So there's a section in the middle
that we're focusing on,
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a very specific bit of this,
which is this DB name.
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So the DB name is blender
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and the Json referencing the material
that we created
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inside, blender itself.
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Now in the context of our Json file here
that we're going to put in MegaEdit,
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that name of the material has no real
meaning, so we need to replace this
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and add it an additional line
of config in there as well.
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So. What we're
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actually going to replace that with is.
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Well we're going to make it suit
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the page of the MegaEdit canvas
that's going to host its contents.
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So what I mean by this,
if we are doing a dieline
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on our MegaEdit canvas,
which is the whole product,
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we're only going to have one page,
you know, MegaEdit product.
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So therefore we just need to reference
this material as being page
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one of our MegaEdit products.
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And what that's doing is it's what?
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So our material was our dieline
that we specified in blender.
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This is going to make sure it's
actually referencing the corresponding
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MegaEdit canvas,
which by the way should be the same size.
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So if I put that in here.
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So I've got the code already
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copied here so I can cheat.
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So we.
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And the second one as well.
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There we go.
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So DB
name has now been replaced with catfish.
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Page one.
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And for those that don't know,
catfish is the old name for Infigo
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that's specifying page one.
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And then we've got.
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So just
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that's available in the step
by step guides
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I've given you if you need to copy it
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and all you need to change if you've got
multiple changes, is the number there.
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and then we've got this map
diffuse as well.
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Now my understanding of the map diffuse,
is it just giving a backup,
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a backup file
for that particular artwork.
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So this case, it's not my file dot png.
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It's whatever the name of our file was
or will be that we upload to Mega, it.
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So to use as our 2D template.
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So I think mine was called dieline.png.
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That's it.
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So I can save that.
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Now the next thing we've got
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is the actual config code for
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this going to be included inside
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majorette itself
to actually configure the 3D preview.
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So you can use Visual Studio Code again,
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or you can utilize notepad.
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Again I've got it copied here.
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So I'm just going to cheat.
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That's a lot of spaces,
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so I'm not sure it's
going to be too happy.
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To work with it.
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It doesn't work. It doesn't work. right.
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So what we need to do in here
and remember,
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this is the config for the 3D
preview itself.
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This will go on your MegaEdit product.
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There's two lines we need to fill in.
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It's the scene
link and software renderer scene.
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And what we're looking for here
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is a link to our Json file
that we've just been editing.
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Now. At the
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moment we don't have a link, but
we need to actually upload the Json file
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and our corresponding to the die line
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or template into our MegaEdit
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or into our video storefront.
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So if I go to
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I've got a lot of pages open,
so bear with me.
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This one here.
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So I'm going to start this from scratch
by going to CSS overrides.
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Now many of you will be familiar
with the CSS override area.
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One of its functions is the ability
to upload additional resources
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to your storefront
for use in various locations.
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So you can see I've already got a couple
of them been uploaded into here as my.
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So I've been practicing for this webinar.
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I'm also going to choose our
new Json file that we have.
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So if I go.
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Here.
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So I'll start to model
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upload
and you'll see that that will give us
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an associated link that we can utilize.
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And that's what we need to take into
that conflict that we're currently making.
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Now we'd also upload our
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our 2D template as well, in the same way
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I've already got that
from a previous iteration I have utilized.
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So that's fine.
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I've already got that in.
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However, I do need to take this text here.
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This link.
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Go back to my config.
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Then I'm going to paste that
in both of those top two sections.
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But I'm going to replace
that unique identifier that I with zero.
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So a little bit of messing around
with the lines of code, but not too much.
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That's all we need to do.
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So let's put that to one side.
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Now I'm
going to create our MegaEdit product.
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So same way as you would normally create
the MegaEdit products.
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No difference in this particular scenario.
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So I'm going to rush through this.
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If I go to product management,
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add new,
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choose MegaEdit products.
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Let's put
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3D preview webinar.
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And then we're going to jump
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straight to our MegaEdit config.
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Now again
most of you should be familiar with this.
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I think.
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And a couple of changes
we're going to make.
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One is the number of pages.
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We're using only one page,
because our entire die
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line is going to be on the one page.
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If I scroll down a bit,
I'm going to make sure my preview type
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is using 3D preview, which will be available to you if you have the the module.
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And then we've got our preview config.
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Now this is where I'm just going to copy
and paste.
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From here.
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Okay I'm going to save that.
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Now again
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as we normally would,
we've got our specification
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of required resources and optional
resources to use in the model.
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So the required ones
canvas stock output type,
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optional ones, things like quick arts
fonts,
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spot covers, that kind of thing.
00:08:01:26 - 00:08:05:17
So I'm not going to go through
making those on this webinar.
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Again. There's loads of resources
on them for you go Academy.
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I'm just going to actually assign them.
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The only one I'm going to point out
is the canvas,
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because that does need to be the same size
as the
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image that you were utilizing inside
blender itself,
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because then it can it knows
which areas of the canvas to map to
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areas of the image,
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and then the 3D model.
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So. I'm
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assuming I'm selecting the right ones
here from my previous attempts.
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Another one I'll draw
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your attention to is the actual clip arts.
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So what I'm going to do
is create or import some clip art,
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which is not going to be visible
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to the customer,
but is visible to the administrator.
00:09:04:13 - 00:09:07:13
And this clip art category
is going to contain the actual
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image of the die on itself.
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So to the template now,
it may or may not be exactly
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the same image that utilized in blender.
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but basically it's going to give your
customers the workspace that they need.
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So some kind of references
to where they need to to put things
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to get it to appear on the 3D view.
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I'll show you those in a moment.
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assign some more.
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And I think that's all we need.
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We check my notes once again.
00:10:01:24 - 00:10:03:08
Okay,
00:10:03:08 - 00:10:04:12
so let me launch this.
00:10:04:12 - 00:10:07:04
Put a config,
00:10:07:04 - 00:10:10:18
the product page,
and let's give that a launch.
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See if I've set it all correctly.
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And there we go.
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So one thing I'll point out here and again
is because there's
00:10:19:29 - 00:10:22:00
there's multiple ways of setting this up.
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This is just the way
I've decided to do it.
00:10:23:28 - 00:10:29:14
I've created a stock which is, let's say,
very roughly the same color
00:10:29:14 - 00:10:33:09
as the cardboard stock that we're going
to actually print our things on.
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and the reason I've done that is
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because our final print output file,
we don't want it to have black coloring.
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If we assign it to the actual stock
section of MegaEdit,
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it means that we can get that color
in the background of our preview
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like this,
but it won't be on the final output file,
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and that will have a knock on effect
on the image
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I use for our die line for our templates.
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And I'll show you that in a moment.
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However, for the moment.
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So we've got our canvas.
00:11:00:16 - 00:11:02:24
And if I go to preview what we should see.
00:11:05:00 - 00:11:06:19
Is our brown box because it's
00:11:06:19 - 00:11:09:26
using the canvas that we've specified
which is currently empty.
00:11:09:26 - 00:11:12:26
Apart from the coloring.
00:11:13:26 - 00:11:16:26
So there we go.