# Training Outline

## Week 1 - Platform Basics



1. **Basic Concepts - 3h - 15min break**
   1. Goals and expectations for the training
   2. Additional help and reference material
   3. Platform concept and structure, including various uses (CMS, 3D, 2D, AR, personalization, manufacturing output options)
   4. Orgs and Platform admin
      * Introduction
      * User Management
      * Support Access
   5. Publishing and ThreeKit Environments
   6. Basic configuration example and description of the basic components:
      * Catalog Items
      * Assets
      * Stages
      * Attributes
      * Metadata
      * Tagging
      * Asset IDs
      * Players (2D and 3D)\
        \

2.  **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


3. **Set up Basic Example Configurator Prototype - 3.5h - 15min break**
   1. Illustrates the basic concepts and shows how quickly a prototype can be built to verify the workflow, without waiting for visual assets
   2. Includes step by step instructions in the slides, so users can follow along&#x20;
   3. 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
   4. 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\



1. **ThreeKit 3D Basics - 5h - 1h break**
   1. Working with Assets
      * Organizing, Importing/Exporting and the Job system
      * Naming Conventions
   2. Models
      * The Asset SceneGraph
      * Nulls and Model References
   3. &#x20;Materials
   4. &#x20;Textures
   5. &#x20;Operators
   6. &#x20;Scenes
   7. &#x20;Cameras
   8. &#x20;Lighting
      * HDR Environments
      * Shadow Lights
      * Realtime Lights
   9. Proxies\
      \

2. **ThreeKit Logic - 2.5h - 15mim break**
   1. Logic Editor
   2. Product Rules vs Asset Rules
   3. Product Rules
   4. Cover Actions and Conditions typical on the Items
   5. Asset Rules
   6. Cover specifics of Asset Conditions and Actions
   7. Importance of Attribute and Rule order in the current system

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## Week 3 - Workflows

1. **Advanced Configuration - 4h - 1h break**
   1. Text Personalization - Configurable text input
   2. Image Upload
   3. Dimensions
   4. Modular Configuration
   5. Layout Container + Connectors + Physics
   6. Parametric Configuration
   7. Basic Material Templates\
      \

2. **Performance optimization and troubleshooting - 1.5h**
   1. Basic optimization requirements -&#x20;
      * 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
   2. Mesh Optimization options
   3. Texture optimization options
   4. How the size of the player affects the performance, especially in terms of post process effects
   5. Caching
   6. Troubleshooting the player load using Chrome Network Tab and Performance Dashboard

&#x20;

3. **AR Workflow - 1h**
   1. Android vs iOS
   2. Setup
   3. Basic AR Limitations

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Week 4 - Automation and Development\



1. **Automation Workflows - 3h - 15min break**
   1. 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
   2. Asset Setup Automation
      * Node Tags
      * Queries
      * Model Templates
      * Material Template\
        \

2. **ThreeKit Development and Front-End Integration - 3h - 15min break**
   1. Tokens
   2. Player embedding and form-building
   3. JavaScript Player API resources
      * Initializing the Player
      * Player API
      * Configurator API
      * Scene API
      * Custom Scripts
   4. Treble
   5. Server/REST API
      * Basic requirements
      * Catalog management
      * Layer API
      * Export API

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## Week 5 - Virtual Photographer

1. **Virtual Photographer - 6h - split over two days in two 3h sessions.**
   1. The concept of renders and 2D vs 3D
   2. VRay Integration
   3. Layering and Compositing
   4. The Virtual Photographer Render Dialog page
   5. The 2D Player and its options
