MegaEdit 3D provides the ability to preview normal MegaEdit products in 3D form. This allows your end users to visualise how their final product is actually going to appear.
We utilise Blender, a freely available 3D modelling package (not associated with Infigo), to allow us to link areas on our MegaEdit canvas to areas on a 3D model. This means that when an end user is interacting with a MegaEdit product template, such as inputting text or imagery, those same input resources will be visible on the 3D preview.
The majority of the setup of the 3D Preview is done within Blender, where you create (or import) the 3D model and define how a 2D template (such as your product's dieline) relates to the 3D model you have created.
Examples of MegaEdit products with 3D Preview
This short tutorial series aims to show you the basics and fundamentals of configuring your MegaEdit products for 3D preview.
With such as a vast array of products and possible variations of how they are to be presented, it is impossible to create a one-size-fits-all tutorial series.
We will look at setting up a 3D preview for a cardboard box product. This involves a significant amount of preparation within Blender, the 3D modelling package which has no association with Infigo. We will not be detailing how to create a Blender model. All we will be discussing is the general functionality and techniques required to go from 3D Blender model to a variable 3D preview in MegaEdit.
Step 1 | Gather your resources
You will need:
- A 3D model of your product
- 2D image(s) to use as your template (such as a dieline). We'll find out more on these later.
Step 2 | Linking your 2D image and 3D model
We need to link our 2D image (dieline or template) to our 3D model by adding them to the same Blender file.
Next, we define a material on the 3D model which utilises our 2D image for its colouring.
This results in the 2D image becoming a skin for the 3D model, however it will be fairly nonesensical at this stage!
Step 3 | Linking parts of your mesh to areas on your 2D templates
Our next step is to fine tune which sections of our 3D model mesh correspond to areas of our 2D template.
We do this by selecting mesh elements in the 3D view and transforming those elements on the 2D image so they sit in the correct place.
Step 4 | Configure your MegaEdit product to use your 3D model
Once we've exported the data from Blender, we're ready to move into Infigo!
There's a little bit of coding to do (no more than modifying a few lines) and we need to make sure our MegaEdit product is set up with all the right resources and settings!
This means canvas, stock, cliparts and so on. We'll also need to make our 2D and 3D models available in Infigo's CSS Override area.
Step 5 | Set up the MegaEdit editor experience
Our final stage is within the MegaEdit editor itself. Start by overlaying your 2D image on the MegaEdit canvas.
In our example we're going to give our customers a few fixed boxes to input their data into, such as image and text fields.
Position these fields so they correspond with the mesh mapping you did in Blender. That way, whatever is placed into those locations will automatically be transposed onto the 3D model!
Fully configuring a MegaEdit product with 3D preview will require a few different resources and pieces of software. In this section, we'll take a look at these requirements.
- 3D Preview module license | MegaEdit's 3D preview capabilities form a separate module and license within the Infigo software. Get in contact with your Customer Success Manager if you would like more information or to discuss this in further detail.
- Blender 2.79 | This is an older version of the 3D modelling software, which is still available for download from the web. We require an older version of Blender as we utilise an add-on/ plugin which is no longer compatible with more recent versions.
- THREE | A plugin for Blender which allows us to generate required json files from the Blender model. This add-on has been depreciated and is unlikely to be available on the web. If you require this plugin, please get in touch with Infigo who can assist.
- Visual Studio Code | Recommended free software available on the web. This will allow you to easily make any minor changes required to either the json files from Blender or the 3D config script required by MegaEdit. If you would prefer not to use this, Notepad is also a viable software option.
- Dieline or template creation tool | Illustrator, Photoshop or even Paint will suffice for a basic dieline. There are also a multitude of other creation tools, along with websites which can create dielines for you.
- A physical mouse | Trust me, Blender is virtually unusable without a mouse with a central scroll wheel!
- MegaEdit knowledge | A working knowledge of MegaEdit is required, as the usual product configuration steps need to be followed.
- Blender modelling knowledge | If you are planning to create your own 3D models, you will require knowledge on how to construct models (or import models created elsewhere) into Blender. This is a widely used software package with a great deal of user generated educational content.
The key to MegaEdit 3D is having both a 2D and 3D template.
Your 2D template would usually be your product's dieline. This would form the main content of your MegaEdit canvas, onto which your end users can add their own personalisation. This 2D template allows us to ensure that elements such as imagery and text are added to the correct place, both for the final output file and for the conversion into a 3D preview.
The 2D template is also used within Blender and is key to identifying certain areas of your dieline to which faces on the 3D model should be linked.
Sometimes a product may not lend itself to a dieline, such as items of clothing. In these cases, you can utilise a more generic template, which is essentially providing you with areas to input your various variable elements on your product.
The example below shows a very simple template for this same box product, should we not be using a dieline.
Please note: You do not explicitly need to have just one dieline or template. Blender will let you assign different images to different areas of your 3D model, should this be more applicable to your application.
However you choose to create your dieline or template, ensure you export them with the relevant textures or colouring.
When we use a template image within Blender, the "texture" of the 3D model will use this provided image. So with my cardboard box for example, I'm providing Blender with the image with the non-printed elements coloured with the stock colour.
In comparison, your final output file from Infigo should not contain the stock colour. You should have another version of a template(s) which consider this.
It is important to note that there are many ways of setting up your 3D preview enabled MegaEdit model, which will largely depend on the requirements of your specific product. Our cardboard box example is just a simplified example of one way of accomplishing this.