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Scene hierarchy

To take advantage of the automatic creation of options inside the configurator it is important to properly prepare and organize your 3d scene. The automatic conversion relies heavily on grouping objects together or placing them under empty/NULL nodes and following a specific naming convention.

In Maya these nodes are created by the “empty group” function.
In Max these nodes are created by the “helpers->container” function.
In Blender these nodes are created by the “empty” function.

The hierarchy of categories and options can be created inside the configurator in the graph editor. However, it is usually faster or easier to do this inside a familiar 3d environment.