Training Outline
Week 1 - Platform Basics
Basic Concepts - 3h - 15min break
Goals and expectations for the training
Additional help and reference material
Platform concept and structure, including various uses (CMS, 3D, 2D, AR, personalization, manufacturing output options)
Orgs and Platform admin
Introduction
User Management
Support Access
Publishing and ThreeKit Environments
Basic configuration example and description of the basic components:
Catalog Items
Assets
Stages
Attributes
Metadata
Tagging
Asset IDs
Players (2D and 3D)
Basic Project Architecture - 1h
Basic project architecture with diagrams and examples
Catalog system
Products, Components, Options, Materials, Collections as Items
Importance of Asset attributes vs String/Number/Boolean/Color attributes
Asset system and relationships
Attribute propagation
Set up Basic Example Configurator Prototype - 3.5h - 15min break
Illustrates the basic concepts and shows how quickly a prototype can be built to verify the workflow, without waiting for visual assets
Includes step by step instructions in the slides, so users can follow along
Includes the following:
2 Product Items + Model Asset for each (Simple but fun models we build using Boxes)
6 Material Choice Items + Material Assets for Each
1 Collection Item
1 Stage + 1 Scene
As the example is built, we walk through the relevant aspects of the UI, in terms of how it is used to build the example
Creating attributes, Items, tags, and assets
Filtering the list
Using the Quick View and Edit
Basics of using the Asset Editor, which includes selecting and moving/transforming objects in the 3D view
Week 2 - Logic and Assets
ThreeKit 3D Basics - 5h - 1h break
Working with Assets
Organizing, Importing/Exporting and the Job system
Naming Conventions
Models
The Asset SceneGraph
Nulls and Model References
Materials
Textures
Operators
Scenes
Cameras
Lighting
HDR Environments
Shadow Lights
Realtime Lights
Proxies
ThreeKit Logic - 2.5h - 15mim break
Logic Editor
Product Rules vs Asset Rules
Product Rules
Cover Actions and Conditions typical on the Items
Asset Rules
Cover specifics of Asset Conditions and Actions
Importance of Attribute and Rule order in the current system
Week 3 - Workflows
Advanced Configuration - 4h - 1h break
Text Personalization - Configurable text input
Image Upload
Dimensions
Modular Configuration
Layout Container + Connectors + Physics
Parametric Configuration
Basic Material Templates
Performance optimization and troubleshooting - 1.5h
Basic optimization requirements -
Polygon count
Node count
Texture sizes
Mobile vs desktop RAM requirements
Overall download size
Custom Code optimization
Avoiding Area Lights
Number of Materials
Player Size
Mesh Optimization options
Texture optimization options
How the size of the player affects the performance, especially in terms of post process effects
Caching
Troubleshooting the player load using Chrome Network Tab and Performance Dashboard
AR Workflow - 1h
Android vs iOS
Setup
Basic AR Limitations
Week 4 - Automation and Development
Automation Workflows - 3h - 15min break
Catalog Data Automation
Importing data using Apps and Spreadsheets/Data Tables
Setting up for automation using tags and metadata
Custom Apps to automate a sequence of tasks
Webhooks vs Custom Apps
Attribute dependencies
Item Templates
Asset Setup Automation
Node Tags
Queries
Model Templates
Material Template
ThreeKit Development and Front-End Integration - 3h - 15min break
Tokens
Player embedding and form-building
JavaScript Player API resources
Initializing the Player
Player API
Configurator API
Scene API
Custom Scripts
Treble
Server/REST API
Basic requirements
Catalog management
Layer API
Export API
Week 5 - Virtual Photographer
Virtual Photographer - 6h - split over two days in two 3h sessions.
The concept of renders and 2D vs 3D
VRay Integration
Layering and Compositing
The Virtual Photographer Render Dialog page
The 2D Player and its options
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