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On this page
  • 📒Project Creation
  • 📒Production Process
  • 📒Feature Description
  • 1.Preset and Camera
  • 2.1 Model Replacement & Upload
  • 🌟Uploading & Replacing Your Own Model Resource
  • 2.2 Model Editing
  1. Playable Tools-Feature Changer
  2. Feature Changer-User Guide
  3. Special Feature:3D Templates

3D Templates - Basic Feature Overview

#Feature Changer #3D Templates

PreviousSpecial Feature:3D TemplatesNext3D Model Order

Last updated 1 month ago

Playturbo now supports the production of 3D playable materials, which can be created using Feature Creation.

NOTE:Currently, the 3D templates only support "Feature Creation", not "Content Creation."

📒Project Creation

1)On the "Templates" - "Playable Templates" page, filter the templates by "3D" type to display all 3D templates. (More 3D gameplay templates are in the works—stay tuned!)

2)Click on the template to preview it. The preview interface will display the gameplay methods of the current template, as well as the number of models and animations used in the template.

Pro Tip: A template may include multiple sets of skins for replacing different models and gameplay parameters. You can switch skins for preview and select the most suitable one to create a project.

3)Once you have decided on a skin, click on "Feature Creation" and enter the project name. You will then be taken to the editing page.

📒Production Process

In comparison to 2D templates, the editing page of 3D template Feature Creation has added a new module called "Preset and Camera."

⭐Suggested Operation Process:

  • Start by adjusting the parameters of Preset, Screen Adaptation, and Camera in the "Preset and Camera" section.

  • Then proceed to "Common Assets" and "Scene" to replace and adjust 3D model resources and other 2D resources.

  • If there is a need for translating into multiple language versions, you can enter the "Text Setting" module to add or modify languages.

📒Feature Description

1.Preset and Camera

The "Preset and Camera" module consists of three parts: Preset, Screen Adaptation, and Camera.

1.1 Preset

  • 'Preset' are a collection of game logic and material models. By switching presets, you can produce materials with different game logic, different scenes, and different models.

  • 'Preset' are single-select toggles.

  • Different presets may use different models. You'll need to switch presets first, then go to the scene to adjust specific assets and gameplay.

1.2 Screen Adaptation

Under "Screen Adaptation," you can adjust Fov Offset(Field of View) for both landscape and portrait orientation.

  • Fov Offset refers to the adjustment or deviation of the Field of View (FOV), indicating the range of vision that the camera or viewpoint can see.

  • Fov Offset is used to adjust the center point of the field of view, allowing the visual field to shift in a certain direction, thereby altering the user's visual experience.

  • A larger Fov Offset provides a wider field of view, suitable for open environments; a smaller Fov Offset provides a more focused field of view, suitable for confined spaces.

1.3 Camera

Help to precisely control and adjust the camera's angles and movements to provide a better visual experience and interactive effect. The number and type of adjustable camera parameters for each template vary depending on the template's gameplay.

For example, in the [3D classic parkour] template, the three adjustable camera parameters are: Intro Close-up, Main Camera for Running, and Settlement Shot.

Expanding on each camera parameter allows you to adjust the camera's position and angles to achieve different visual effects.

The adjustable parameters include:

  • Polar Angle: Represents the camera's angle of rotation in the vertical direction. A larger value indicates a greater upward rotation.

  • Azimuth Angle: Represents the camera's angle of rotation in the horizontal direction. A larger value indicates a greater rightward rotation.

  • Radial Distance: Represents the distance between the camera and the target object. A larger value indicates a farther camera.

  • View OffsetX/Y/Z: Adjusts the X, Y, and Z axis coordinates of the camera to change its position.

  • Damping Factor: Used to smooth camera movement; a larger Damping Factor results in slower movement or rotation of the camera.


2.Scene: 3D Resource

Enter the "Scene" section, where you can see all the 3D model resources in the project in addition to regular 2D resources. You can edit, replace, upload, and download 3D model resources.

2.1 Model Replacement & Upload

Click the "Replace" button on the model resource to open the popup window:

a. Supports selecting a preset model from the "Model Lib" for replacement.

b. Also supports uploading your own model resource locally via "My Assets" for replacement.

⚠️Note: Currently 3D resources only support replacement with the same type of resources, such as person replacing person, animal replacing animal.

🌟Uploading & Replacing Your Own Model Resource

Step 1: Download Model & Skeleton

Click the "Download Model & Skeleton" button on the model resource to download the corresponding model JSON file, texture files, and the Skeleton associated with the rigged model. Users can rebind the skin for rigged models, upload their customized models, and ensure proper animation playback.

Skeleton: A rigged model template. If users want their uploaded model to include bones and play animations, they must bind the uploaded model to the downloaded Skeleton to ensure proper animation playback.

Step 2: Processing Models Locally

⚠️Please follow the Skeleton binding requirements:

  • The model and skeleton must use the exact same scale and unit (1 in Maya; 100 in 3D Max).

  • Please use the downloaded Skeleton directly for skinning and rigging. The structure, bone count, and naming must be exactly the same as the Skeleton!

  • All bones in the provided Skeleton must be skinned and assigned weights, ensuring that every bone has a non-zero weight.

  • Bip001 needs to beincluded in the skinning.

⚠️ Please follow the model upload requirements:

  • The uploaded model must be placed inside a ZIP package, with both the model and texture files stored within the project folder.

  • Supported model formats: "gltf", "glb", or "glb+bin".

  • Supported texture formats: "JPG" or "PNG".

  • Texture naming rules: Color texture suffix: "xxx_color". Normal map suffix: "xxx_normal"

  • Maximum ZIP file size: 5MB.

(If you receive errors like “File content error.The bone names are inconsistent with the template.”or "Skeleton joint name %v is not match." during upload, please check whether your model meets the above requirements. It’s possible that importing the model into tools like Blender may alter the bone node structure — for example, adding an extra node. We recommend importing your processed model into 3D Max or Maya to check whether your model matches the skeleton exactly. If not, remove any extra nodes. [The platform is currently optimizing this feature — FBX file downloads will be supported in the future.])

Step 3: Upload & Replace Model

Once your model has been processed locally, you can upload and replace it by: Select the model → Replace → My Assets → Upload.

After replacement, you can proceed to “Model Editing.”

🌟 Additionally, if you prefer not to process the model resources yourself, you can use the "3D Model Order" service ("My Assets" → "Model Processing Service"). Our team will handle the model refinement to ensure compatibility with the platform and achieve the best visual performance.

For specific contents, please refer to: 3D Model Order

2.2 Model Editing

Click on the "Edit" button on a model resource to open the "Model Editing" pop-up window (or automatically enter the editing window after replacing the model resource).

The left side of "Model Editing" is the parameter adjustment area, and the right side is the preview area.

  • The preview area includes "Before" and "After" to show the model before and after modifications. , and allow real-time preview of the adjusted parameters.

  • The preview area offers three different preview modes to control the camera lens. The last button is the 'Reset Camera' button.

    • Default Mode: The current mode, where left-click and drag rotates the view, and middle-click and drag translates the position.

    • Pan Mode: In this mode, left-click and drag to pan the preview camera horizontally or vertically.

    • Zoom Mode: Left-click and drag to zoom in or out of the scene.

The parameter adjustment area includes three parts: "Basic Parameters", "Skin" parameters, and "Animation" parameters (for some models).

1)Basic Parameters

Modify the model's X, Y, Z position, rotation, and scaling.

Pro Tip: The "Scale" is set to be linked by default. If you don't need it, you can click the icon button to unlink it.

2)Skin

You can adjust the "Color modification by component" and "Material parameters" of the model.

  • Color modification by component:It allows you to modify the colors of different parts of the model.

  • Note: The supported parts for color customization are based on the more prominent or commonly used parts extracted from the internal structure of the model. Custom parts are currently not supported.

  • It supports color clearing and resetting.

  • Material parameters:You can modify parameters such as "Primary color," "Ambient Occlusion Intensity," "Roughness," "Metallic gloss," "Specular Intensity," and "Emissive color" for the model.(You can experience the specific modification effects yourself.)

  • It supports parameter resetting.

3)Animation

Note:If some models have corresponding animations, there will be an 'Animation' Tab page in the model editing pop-up window, showing all the animation resources associated with the model.

For animation resources, you can replace animations, adjust playback speed, set rotation angles, and adjust keyframes.

  • Replace: Supports replacing animation resources.

  • Speed:Drag the slider or input a value to adjust the playback speed, and preview the animation in the right-side preview area.

  • Rotation: Drag the slider or input a value to adjust the model's rotation angle, and preview the animation in the right-side preview area.

  • Keyframe Adjustment: For some animations, specific events are triggered at a certain frame, which is called a keyframe. For example, when the 'attack' animation reaches the 5th frame, it triggers the 'bleeding' event.

  • The position of this keyframe can be adjusted in the preview area on the right side by moving the diamond slider (Note that after replacing the animation, the position of the keyframe may need to be adjusted.)

After completing adjustments in "Preset and Camera" and "3D Resource," you can continue replacing and adjusting other regular 2D resources.

For specific operations, please refer to Editing Page Module Intro

💡
As shown in the figure, you can adjust the player model, bonus items, and obstacles within the template.
Before
After