WCTC 2.1.3: Multiple Optimizations and First Publish
The video provides comprehensive insights into the content optimization process for both 2D and 3D assets in Scope AR's WorkLink Create platform. It covers the following lessons:
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Four Phases of Content Optimization:
- Complexity (Part Count)
- Level of Detail (Triangle Count)
- Functionality (Pivot Points and Parent-Child Relationships)
- Aesthetics (Materials and Detail/Polygon Count)
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Optimizing 3D Files for Authoring:
- Identify specific modules or instructions for project planning.
- Consider maintaining multiple versions of 3D assets.
- No significant performance penalty for multiple versions; usually better for complex CAD.
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Content Preparation Phase:
- Connects with project planning to determine optimized versions for different key areas.
- Example: Main asset split into versions for wireframe, first sequence, and second sequence.
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Authoring Process End Phase:
- Content preparation phase concludes with the first publish, called a Content Test.
- Before authoring, publish and check the appearance, performance, and scale of the CAD in WorkLink Create.
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Scale Checking:
- Verify that the asset is the right scale against the real-world asset.
- Check for scale issues, especially when converting between different CAD formats.
- Example of an OBJ file causing a 10x scale issue; importance of checking and correcting.
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Hierarchy Inspection:
- Check hierarchy for strange scale factors.
- Use the object properties window to examine transforms.
- Ensure scale is close to 1, avoiding very small or large scale factors to prevent rounding errors.
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Practical Demonstration (Next Section):
- Upcoming section will practically demonstrate fixing scale issues and optimizing content.
- Detailed guidelines for 2D and 3D content optimization, including resolution and triangle/parts count.
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Key Takeaways:
- For 2D content, optimize for low resolution and use short videos for complex tasks.
- For 3D content, focus on optimizing complexity, detail, functionality, and aesthetics.
- Target less than one million triangles and less than 1,000 parts for the final 3D asset.