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Simulating Your Projects with Sketchfab

To get started, simply open the Project menu, then click the +.

 

You can find the Sketchfab interface in the linked window. You will then need to log in to Sketchfab, if this is the first time you have opened this window.

 

Once logged in, search for a model, you can refine your search by filtering by category. You can also filter to see only models you've added to Sketchfab. To add a template, simply hover your mouse over one of the templates and click "Add to app."

 

The object import window will appear when you add an object to the viewer. This will help you preview the size, rotation, and position of your object.

First, you can change the name of your object if you want.

 

Second, you will be able to define the size and rotation of your object.

The File unit will allow you to quickly adapt the size of the object. Sometimes the scale of the object will be correct, but the unit will need to change to suit the project, for example, an object made by a French, may need to be set to "m" to have it straight at the right scale.

You can also switch to rotating the model along its 3 axes, X, Y and Z

And finally, if changing the unit did not work, you can directly edit the scale, in my current case, I import a model from sketchfab, which is 10 times too large compared to reality.

 

In the position settings, you will have the choice to place the object in different positions:

  • Actual position of the object : You must use this option if your object is georeferenced
  • In front of the camera : it will place the object in front of you
  • Custom spot : You can manually enter the coordinates

You can use the manual placement option to temporarily close the window, then you can double-click anywhere in the viewer to set the position, click on the message at the bottom right of the screen to open the object import window. The location where you double-clicked will automatically be populated in the editable fields, and custom spot mode will be activated.

 

On the right you will find your preview, with your object right next to a human model, the human model is there to give you a size reference. It will not be loaded into the viewer with your object.

At the top, you will find a summary of the dimensions of your object.

At the bottom left, you will find a switch, allowing you to center your camera either on the object or on the human model. You can move freely around the preview, these buttons will just allow you to reset your view.

At the bottom right you will find the compass, which we already know, you can learn more from this article.

 

Once you're ready, click "Import Object" Don't worry, you will still be able to change the object's position, rotation size, and even the name, after importing it. You can follow this article to learn more about resource interaction.

 

For example, to simulate the installation of a bus stop, check that the structure leaves enough space on the sidewalk to pass behind, but also enough to allow a wheelchair to pass in front.

 

Once the models are installed, it is possible to interact with them like any other resource. You can find them in the project menu, they are identified by a Sketchfab logo. In the properties, you will also find, for Sketchfab models, the name of the creator of the model and the license linked to it.

 

If you run into any issues, our support team is here to help. Happy exploring!