Main Toolbar

Main Toolbar

Main tool bar in SimLab Composer is located at the top of the application, it gives the user access to the different Workbenches and their menus in SimLab Composer.

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File Menu
Move Menu 
Create Menu
Geometry Menu
Material Menu
Scene States Menu
VR Effects/Media Menu
Interactions Menu
Training Builder Menu
VR Viewer Menu
VR Evaluation
Help Menu




File Menu

In the File Menu the user can perform file and scene operations, including staring a new scene, save, import, export and other operations. Setting general preferences is also done here. 

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Scene Group

New/New Protected

Clears the current scene, then displays Welcome (new scene dialog), where the user can select to create a 2D ground scene, open a scene, or create an empty one. Images for the last opened scenes are displayed under the Recent Files tab for quick access.

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New Protected option is the same as creating a new scene, except that this scenes can only be saved as sim, zim, or vrpackage. If the user attempts to export it into any of the available formats, the below message will appear. This is done to protect users property 3D models from being used by others.

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Open/Open Recent

Opens Open VR Studio file dialog, where the user can brows to a *.sim or *.zim file to open. The Open Recent on the other hand will show a list of the last few *.sim files that were opened.

Save/Save As

Opens Save VR Studio file dialog, where the user can select the name and location for the created *.sim or*.zim file format

Note: Sim file (*.sim) is the native file format for VR Studio. It stores the scene, but it does not include contents it references in the disk space. For moving files between machines it is better to save the scene as Zipped Sim File (*.zim), which collects all needed resources (Textures, Sounds, Thump nails, and other resources) and saves them in a single file that can be passed between machines as it is contains all what is needed. 

Sim and Zim files are compatible between SimLab VR Studio and SimLab Composer in case you need to open a file for rendering, or using any other feature from SimLab Composer.  Models can be moved in  (*.zim) format and both VR Studio and SimLab Composer should be of the same version.

Increment then Save

This feature -with shortcut Ctrl+Alt+Shift+S- will save new increments for the same (*.sim) file. These increment files can be helpful in undoing a feature in a complicated scene after some time. So the user can go back to the file before the feature was added and continue from there.  

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Pack

In addition to *.zim you can use pack the scene to pack the model and its textures in one zip file. Supported formats to be used for Packing include OBJ, Collada, and FBX. This is used usually to move files to other applications on other machines. 

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Textures Optimization

Opens the corresponding dialog, which gives the user the option to optimize textures used in the scene in one click. 
In VR and specially when using stand alone devices like Quest, Pico, Android or iOS, it is important to make sure you are not to consume large amount of memory for textures on those devices to have a smooth VR experience.

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The dialog can also be accessed from Show in Viewer dialog, under VR Viewer menu.

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The texture table shows Number of Files, and Total size for each texture type. If you do not need one of there types, you can simply click on the delete button in the same raw.

Texture Optimization options:
Remove Duplicate Maps: Removes any duplicate textures and have the materials use a single shared texture.
Compress Maps: Uses a compression algorithm to reduce the size of the texture while maintaining its resolution.
Maps Maximum Size: Sets a maximum resolution for textures, any textures exceeding that resolution will be resized to the maximum size.
Background/HDR Maximum Size: Similar to the Map Maximum Size tool, but applies to Background and HDR images with different height to width ratio.
Output Directory: Determines where the processed files are going to be placed. This option is important to preserve the original textures, in case you want to use them in their original state.

Texture optimization is part of the full model optimization capabilities in VR Studio, the following tutorial shows Texture optimization in action 

Replace Rules

Replace rules makes it easy to replace geometries in the imported file with new entities. For example you can replace a simple cube geometry named Fire with VR Fire effect. It also supports replacing material types, for example each material that includes plastic in its name can be automatically converted to a plastic material.

This tool is usually used by 3D designers, where they do not need to repeat tasks in VR Studio when moving their models.

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Share Group

Import/Export

Opens the corresponding Import/Export Geometry dialog. The import function enables the user to build scenes of 3D models from different file formats. The export function, on the other hand, enables the user to share the created 3D scenes with others in different file formats.

In the Import Geometry dialog, the user can browse to 3D geometry to import. Clicking Open displays the Import File dialog, where the user can set different options for 3D import. General Settings include Up vector; Z axis is selected by default. The user can choose a different access depending on the design of the imported 3D geometry.
Place in view, places the import geometry in the current view, rather than the center of the scene. Keep dynamic link, when checked keeps 3D geometry linked and automatically updates to any changes in the home CAD application.
Zoom to imported model, imports the object to the center of the scene and zooms the camera to it.

Import Measurement and annotations, will import these elements with the 3D geometry.

The Import File dialog will have more elements depending on the imported file format. The image on the left below, is for 3D PDF file import, while the one on the right is for DWG file import.

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Export function will open the Export Geometry dialog, and will enable the user to export the 3D model to any of the supported file formats. For a list of supported Import/Export file formats, visit this page.

Export Selection

The user can select specific nodes/objects from the scene to be exported. The objects will be exported to the specified folder with their names in the Objects Tree.

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Export Selection can be used to export a single part from the 3D scene or to create a VR Catalog, from the exported selections *.vrpackage(s). Creating VR Catalogs is a feature in SimLab Composer Ultimate edition. The following video shows export selection in action 

3D PDF

3D Scenes created in SimLab Composer can be exported into custom designed 3D PDF files, using SimLab Template Designer. The exported 3D PDF files can be opened using the free Acrobat reader (version 9.0 or newer), to take advantage of all the features in the generated 3D PDF file. 

Creating quick 3D PDF in SimLab Composer can be done following these steps other more advanced 3D PDF file are shown there as well.

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Tutorial video showing how to export 3D models to 3D PDF and visualize it with others using the free Acrobat Reader.


3D WebGL

 

Features exported to 3D PDF files, as well as to HTML/WebGl files are listed in the table below. 

 

Clouds Group

Share to SimLab Cloud

This function enables users to share their 3D scenes as VR Package on SimLab cloud. When selecting this option the Login dialog will appear, where the user can Sign Up/Sign in.

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Once the user logs in, the Cloud Sharing dialog will appear, allowing the user to share created 3D scenes with full features as VR Package. Full features mean all created animation, scene states, actions and more. By default a user will start with a trial sharing space of 2 GB valid for 3 months.

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A user can manage uploaded files by clicking the Manage Cloud Files button in the Cloud Sharing dialog, which will open the Sharing Manager dialog. As the sharing period or space are expired, a user can purchase SimLab Sharing keys. To learn more about sharing methods and capabilities please refer to this video tutorial (Share VR Package section ONLY).

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Settings

Preferences

Common settings for 3D scenes can be adjusted once in the Preferences dialog.

Appearance Tab

In this tab the user can set the preferred appearance options in SimLab VR Studio, including:

Language and font; the user can select the language and the font style to be used in SimLab VR Studio from the supported languages combo box, and available fonts list. Changing the language, and font takes effect next time SimLab VR Studio runs.

Style; the user to change the transparency for the objects Tree, and set appearance for 3D area. The 3D area appearance can be set as color, or background image.

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Show objects quick access toolbar; shows the Quick Access Toolbar for ease of access for its objects functionalities.
Generate material preview images; generates preview images to the scene materials in the Scene Materials dialog.

Import/Export Tab

Import Measurements and Text Annotations; the user can select to import measurement and text annotations created in the design CAD package.
Import Polylines can also be checked, and the width of the imported lines can be specified.
Automatically generate texture coordinates; texture coordinates for the imported geometry will be automatically generated when this option is checked.
Scale down preview images of textures; reduces the size of textures images for improving interactivity.

Import/Export file dialog; is shown by default. So every time the user imports or exports models / scenes the dialogs will appear.
If the user checks the "Do not show again for this file type" option in the dialog, clicking this option again will reset the dialogs to show for all.

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Advanced Tab

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In the Annotation Settings group; the user can select to let SimLab VR Studio Auto set the size of the annotations, or set its Default Size.
Measurement Units, and its Precision can also be set here.

Camera Settings group; has two options Keep Above Ground; stops the camera rotation at the ground level, and will not go below, and it is applicable to Parallel and Perspective cameras.
Two Sided Lighting; when checked will draw faces twice so it always appear, it may give better visualization, but It is recommended to uncheck this option for large scenes.

Directories Settings group; the user may select to move the User Data directory to a new location; the user should copy the original data to the new location before setting the new User Data folder.
Reset Composer data button; will reset the composer data to its original setting.

Flaying Mode Settings group; it allows the user to adjust flying and rotation speed while navigation inside VR studio, when using the keyboard keys for moving and mouse for looking around

Exit

Will display the Save File dialog for the user to save the current scene before exiting the application.


Move Menu

Includes all Transform/Snap/Pivot Tools necessary for positioning any geometry in a 3D scene.

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Transform

Transform functions are used for placing 3D models.

Select None; will clear selection, shortcut (Esc button)

Transform; displays transform axes on the selected object allowing the user to move, rotate, and scale the object. The transform axis will be aligned with the object orientation as shown in the image below. shortcut (2)

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Global Transform; displays transform axes on the selected object allowing the user to move, rotate, and scale the object. The movement axis will be aligned with world axes,  so direction is not affected with selection rotation, shortcut (3)

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When the user clicks any dragger, a small scroll combo box will appear in the Quick Access Toolbar. The user can use this box to input exact numbers for translation/rotation/scale or can just scroll up and down. If the user prefers to freely drag the 3D geometry, this can be done using the dragger in the 3D area 

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Snap

Snap functions are used for aligning 3D models, and there are two types:

Snap To Ground; snaps the selected object(s) to the ground shortcut (G)

Snap To Object; prompts the user to select the object to snap to, then snaps the selected object(s) to the target one shortcut (N)

Align; aligns selected object(s) along a user defined axis, can be used in conjunction with SimLab VR  Studio picking modes shortcut (A)

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Dynamic Snap; a smart tool that aids the user in placing an object in accordance with its surrounding. When activated, a blue box will envelope the selected object which in turn will snap and collide with nearby objects giving the user a guide on how to place the object without penetrating other objects in the scene shortcut (5), check this tutorial

Pivot Tools

The pivot of a 3D geometry is the point around which transformations to that geometry are applied. By default pivot is in the center of the geometry, if you want to rotate the object around one of its sides instead of its center, you need to move the pivot.

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Create Menu

Enables the user to create different scene elements that can add value to 3D scenes.

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Lights

Lights menu includes the supported light types in SimLab VR Studio, suitable for interior scenes. Users can add any of these light sources in addition to the light sources included in the Environment. Light sources in SimLab VR Studio.

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Point Light

Creates a spherical Light Source geometry and adds it to the scene. Point lights can be moved and positioned, using any of the move draggers. 

The light properties can be found in the Properties Panel, to the right of the 3D area. There the user can edit the light properties, like changing its color, or its power. The following image shows properties of the point light.

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Area Light

Depending on the effect the user needs, this is another light type that can be used. Same as Point lights, area lights have parameters that the user can change in the Properties Panel.

Spot Light

In addition to the main light properties, spot light has Blend property that reduces the sharpness of the spot light making it blend with the environment. It also has Cone Angle property that sets the angle of the light.

Directional Light

Directional lights are for exterior scenes. The user can change the direction of the light but not its location. Other parameters for this light include, light Color, light Power, and light Name.

IES Light

IES Lights describe light distribution, the use can create an IES light from the Create -> Lights menu or from the Library -> Lighting Settings -> IES Light as shown in the image below

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Shapes

This menu enables users to create simple 3D shapes that can help in completing 3D scenes. 

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The shapes are Plane, Box, Sphere and Cylinder;

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First the user needs to select the method for creating 3D shape, it can either be:

Plane: creates a 2D Plane, at Center coordinates entered in the first field. Width and Depth values determine the size of the created plane.

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Box: creates a 3D Box, at Center coordinates entered in the first field. Width, Depth, and Height determine the size of the created box.

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Sphere: creates a 3D sphere, at Center coordinates entered in the first field. Radius determines the size of the created sphere.

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Cylinder: creates a 3D Cylinder, at Center coordinates entered in the first field. Radius and Height determine the size of the created cylinder.

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After creating a basic shape, selecting the shape will show its Control Points which appear in white. Picking on one of these points will change it into an arrow that can be pulled to update the size of the basic shape, as shown in the image below. 

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Paths

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Create Path

Paths created in SimLab VR Studio can be from points in 3D space or on a plane. So when clicking the Create Path option, the Path Creation dialog will open, for the user to pick 3D or planer path.

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Picking points in 3D space will crate a path that is not in one plane. This can be useful to create a path for geometry to follow, or path for camera. 

Picking points on a plane, requires specifying the plane to create the path on. The path and all selected points will be on this plane. 

Both path creation options will open the Path Creation dialog shown below, where the user can create different types of paths.

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The user can select Linea Path, B-Spline Path, Arc Path, or switch between the types to have a line segment for example following a B-Spline Path. 

Paths can be open or closed, clicking on the first point in the path will close the path.

Apply Tangents

One of the points of a created path should be selected, before choosing this option. The program will ask for picking a point and normal to determine the tangent. So picking a point will modify the location of the picked path point to become tangent to the selected point.

Generate From 2D

Creates 2D path from the outline of a selected surface. Using the Select options from the Common Tool bar can help in selecting a face, like selecting Pick Edge loop, as shown in the image below.

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Feature

Features created in SimLab VR Studio allow the user to perform basic modifications and improvements to 3D models in order to improve the realism of the 3D scene without needing to revert to a CAD application.

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Sweep

This feature enables users to extrude a shape along a created path. After creating the path and shape, select Sweep form the menu, and start by picking the path to sweep along as the message indicates. Next select the profile to sweep, and rotate the profile as desired then click to create sweep.

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Extrude

Create a closed 2D shape, then in the extrude window enter the height, and a 3D object will be created. If an open 2D shape is used the created model will be hollow.

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A path should be created first for the wire to follow, then the steps are as shown below. Check this tutorial on how to create wires.

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Street

SimLab VR Studio's Street creation tool expands design capabilities effortlessly and efficiently.

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  1. Create a path for the street to follow
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  3. Select the type of street from the available options

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   4. Select texture for street and pavement once you click on (+) in the textures side of the window.

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     5. Click Create and the street will appear in the 3D area and will be added to the Objects Tree

Annotations

Adding annotations and measurements to 3D scenes in SimLab VR Studio, can create a professional presentation that facilitates communicating and sharing a design.

Upon selecting this option, 3D plane selection will appear to select the the plane on which to create the annotations. If it did not appear click on the Pick button highlighted in the image below.
Selecting the proper plane for the annotations creation is crucial in terms of where the annotations will be projected for viewing. You also have the option to offset the plane you have selected parallel to its axes. Measurements units can be changed in the dialog below. 

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Several types of annotations can be created.

Bounding Box Group

Creates a ghost box for a single selected object or a group of objects. The ghost box can then be used in a Boolean operation to modify the geometry of objects. Select an object or group of objects, then click select Bounding Box form the Create menu. The Bounding Box will appear and will be added to the Objects Tree.

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Camera

Creates a camera in the 3D area and adds it to the Scene Browser. All necessary functions for creating, and setting the different cameras can be found in the Properties dialog when the camera is selected.

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Billboard

Creates geometry that will be always aligned to the current camera. The plane geometry linked to the Billboard will rotate around the local Z axis to face the viewer at all times.

To create a Billboard, select Billboard from the Create menu, click anywhere in the 3D Area to pick a position (X Y Z) to place the billboard at. Browse and select an image (choose PNG image format to preserve transparency). The default image will be a tree if the user didn't select an image. Enter the suitable height in meters, it takes the aspect ratio of the selected image, the width of the Billboard will be approximated automatically.

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The billboard object always faces the camera, to allow architects to add PNG trees and humans to the scene.

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Decal

Applying a company Logo, or product images to 3D models is made easier with Decal Creation from the Create menu. The parameters in the Decal window are;

To learn more about decal creation, check this tutorial, and this article

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Text

2D Text

Used to create 2D text, that can be formatted as in any other text editor, as shown in the dialog below. This 2D text can be saved as a *.png Image that can be used to create Decal.

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A Plane can be created by picking two points, in the dialog below, and the 2D text will be attached to it.

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Finally the 2D text can be added as a Billboard by selecting a position for it in the dialog shown below.

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3D Text

In the Create Text3D dialog, the user can type in text, and select its format. Clicking OK will create 3D text parallel to the ground at the center of the 3D area. An assembly with geometry for all letters in the text will be added to the Scene Browser, and different transforms can be applied to the 3D text. A user can also change the material of the generated 3D Text, by dragging material form the materials library, and dropping it on its geometry in the Scene Browser.

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To modify anything in the created 3D text, select the text in the 3D area, or from the Scene Browser, to display its properties in the Properties Panel.

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Section Plane

Section plane will be created and selected in the 3D area with the 3D dragger to enable the user to transform/rotate the section plane. Section plane effects are exported to file formats such as OBJ.
By default a section plane cuts through the whole scene. Using the Break By Section Plane tool in the Geometry menu, the user can select the geometry to cut using the section plane(s).
In the image shown below a scene with three spheres inside each other and three section planes were created with different orientations. Select each section plane and use it to cut through the outside and the middle spheres. To do that go to Geometry menu and with the sphere to cut being selected, select Break by Section Plane function. This will break the geometry into two in the Scene Browser and the 3D area.

Repeating this for all three section planes will split each sphere into eight parts. Deleting / hiding some of the parts will result in the shown image.

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Geometry Menu

Provides the user with geometry related tools, that can be used to modify imported 3D models. 

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Break Group

Break Geometry

The smallest representation of geometry in SimLab VR Studio is 3D Geom, which is a geometry that has one transform and one material applied to it. All contents of 3D Geom are moved together, and have the same material.
Some model formats do not support saving Scene Browser structure, so when importing 3D models of those formats, 3D Geom can contain many none connected parts. The Break Geometry tool enables the user to break a 3D Geom that contains none connected parts into multiple 3D Geoms. Each one of the new 3D Geoms can be moved separately and can be assigned a unique material.

Break Faces

In case the Break Geometry tool fails, Break Faces will break the selected 3D model into its faces. Each face will be converted to 3D Geom, and added to the Scene Browser. Unique materials can be assigned to each face.

Break by Section Plane

A section plane should be created first in the scene, using Section Plane function in the Create menu. This function requires/enables the user to select the geometry to cut through. Using the same section plane with different orientations, different cuts can be done on the geometry.

Break Instances

Instances in SimLab VR Studio are multiple duplicates of an object using the same materials structure, and same transforms as the original object. Instances are created by selecting an object then clicking Ctrl+t. In the below image a second water pump was created as an instance of the original one, thus they share the same material.

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Using Break Instances each pump can now have its own materials/transforms.

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Explode Group

Explode / UnExplode

Can be used to show the components of an assembly. Selecting it will show geometry draggers, allowing the user to move (explode) the selected object(s) in the X, Y, and Z directions. The user can also rotate the dragger to select an arbitrary vector to be used for exploding the assembly. Check this tutorial for more about Explode function.

The user should click either the Approve or the Decline mark in In the central part of 3d area, when done with exploding the geometry. Clicking the red Decline mark will cancel the operation of creating the exploded view. After completing the explode operation the user can go back to the original model by selecting UnExplode.

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Tools Group

Merge on Material

With an assembly selected in the 3D area, selecting this tool will merge geometry using the same material into a single geometry.

Smooth Normals

This tool can be used to average the normals of the geometry to appear smoother during rendering. Also vertices having the same position and normal direction will be replaced by a single vertex, thus reduce the size and complexity of a 3D model.

Flip Normals

Clicking this tool will have the selected objects normals flipped.

Fix Scene Normal

Generates appropriate normals for the selected geometry.

Mesh Decimation

Reduces the number of polygons in the selected geometry without affecting its appearance greatly. 

The following tutorial shows Mesh Decimation in action, The tool can be very helpful if you need to run VR experience on memory limited devices

Info

Clicking this tool will display Geometrical Info dialog, showing the number of Objects, Vertices, and Polygons in the selected geometry. Knowing the number of vertexes and polygons can help a user estimate the size of the output file. This might make the user ignore some details, for sharing efficiency. shortcut (Ctrl + Shift + I)

Voxel Group

Voxelize Selection

Voxlizing a 3D model is rebuilding the 3D model using building blocks (voxels), like LEGO. The user can choose the building block to use for voxelization, and can choose to voxilize the whole scene, or the selected geometry. Notice that this will add a significant number of polygons to the 3D scene.

The Voxelize Options dialog will open, when selecting this options. The default voxel object is a cube of certain size, and the user can choose a different object shape, by clicking the Pick voxel option. The voxel object needs to be a geometry in the scene, and the user can just pick it.

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The Combine voxels based on material option, if checked, will combine all voxels, based on material, each in one geometry in the Scene Browser.
If not checked each voxel will have its own geometry in the Scene Browser. 

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To Voxelize any 3d model, follow the steps below:

  1. First, export 3D model from any 3d software as one of the Supported Import Formats in Composer.
  2. Import your model in Composer, click File → Import, or by using Ctrl+I, then select your model format and click Open.
  3. Select the 3D model in SimLab VR Studio and click on Geometry → Voxelize Selection. The Voxelize Options dialog will appear, where the default voxel object is a cube of certain size. The smaller the size of the voxel the larger the size of the output file. The user can choose a different object by clicking the Pick voxel option then select another small object eg, Sphere, Cylinder or any object in the scene, then click Start.
  4. When the convert operation is complete, the new object will be added to the Scene Browser.

Boolean operations Group

Boolean Operations

Boolean operations are smart tools that ease the process of performing simple modeling tasks in SimLab VR Studio and without the need to go back to the CAD design application.

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Material Menu

Includes all the functions needed for material application, and materials management. Check this tutorial for more about material management.

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Scene Group

Manage Scene Materials

Scene Materials dialog includes the material functions shown in the image below. It shows all materials in the scene where the user can make changes to all of them at once. 

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Save as Library

After applying all materials for all geometry in a 3D scene, clicking this function will display the New Material Library window. In this window the user can input a name for the new library then click Ok. This will save the applied scene materials in a library, and it will be shown in the Current Library combo-box, and in the Manage Material Libraries panel.

Retain from Library

Before clicking this function button the user should select the material library to use, in the Current Library combo-box. This function will reapply materials included in the selected library to the different geometry based on previously assigned materials names.

Merge Identical Materials

Cleans Scene Materials dialog from unnecessary duplicates.

Material Palette Group

Save Material Palette

Material palette is a useful feature that SimLab VR Studio provides, it can save materials progress in a separate external file that can be re-applied easily.

From the material menu select Save Material Palette. Set the path and name for the file and click Save.

Reopen CAD Software and load the saved file, then from the extension menu, go to SimLab VR Studio integration and select Link with SimLab VR Studio.

As you can see the materials and textures applied in SimLab VR Studio, are the same materials applied in CAD Software.

Retain Material Palette

This function allows the user to keep applied materials in SimLab VR Studio to the design. Not having this option toggled will re-import the original materials from CAD Software to the design.

Select the palette file that you previously save, and set the mode to material name

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UV

Texturing is the process of applying an image to 3D object, to give it a more realistic look. Texture Coordinate menu gives the user different options to define the way the image is applied to an object.

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Scene States Menu

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Capture

Enables the user to capture different configurations for the selected 3D model(s) (Selection option), or for the whole scene (Scene option). The user can check the properties to include in a scene state.

Scene State may include a combination of: 

After selecting what to include in the Scene State, the user needs to click Scene or Selection to capture scene state of either one. Captured scene states are added to the Scene States Library.

Scene states can be applied as Object Actions in the Properties dialog. Apply Scene State can also be used as a response in Training Builder 

Generate From Cameras

Captures scene states from the created cameras in the scene, as shown in the image below.

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Manage

Opens Manage Scene States Groups dialog box, where the user can add a new group, remove, rename, or reorder groups.

When creating a new Scene state it will be automatically added to the active group tab in the Scene State Library

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The following tutorial shows how to use Scene States 

VR Effects / Media Menu

This menu allows the user to add visual effects and dynamic elements to the VR experience .

It is organized in the following groups:

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Particles Group

Includes the below visual effects supported in SimLab VR Studio:
Create Fire
Create Smoke
Create Spark 
Create Shower
Create Wire/Rope

Create Fire and Smoke

Enables the user to add fire effect to the scene, this can be a large trailing fire, a stove, or a candle.
Fire effect automatically includes smoke option to be shown with the fire. If the user wants Smoke alone without fire, then Create Smoke can be used.

The following tutorial shows the process of creating fire and smoke in VR studio 

Create Spark 

Spark effect can be used to show electrical sparks, or welding effect. The following tutorial shows, how to create Spark effect in VR studio 

Create Shower

For creating moving water or liquid effect in SimLab VR Studio, this can be done using shower effect. It allows the user to control color, speed and strength of water flow. The following tutorial shows the process of creating Shower effect in VR studio 

Create Wire/Rope

Creates connecting wires in the scene, like connecting the soldering kit shown below with its electric plug.

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The following tutorial shows the process of creating a wire in VR Studio.

Landscape Group

Make Water

Make water works on one object or group of objects, the process is as follows: 

  1. From Effects menu » select Make Water.
  2. Select 3D object(s) to become water, then click image-1641559302867.png

In the Scene Browser notice that the shape of the icon for the 3D object(s) has changed to the water shape.

The water settings can be adjusted from the VR Water tab in the Properties dialog. Water settings are:

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To remove water effect, from Scene Browser top comb box select VR Landscape. An 'X' mark will appear next to the water geometry, click it to remove water effect. 

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Make Ground

Ground objects are objects the user can teleport to in VR. By default the user does not need to set ground objects. Any object with good orientation (has normal close to the up vector) is considered ground.

If the user wants to have more control and wants to prevent others from moving all around the scene, the user can use Make Ground to define the object(s) the user can teleport to. When Make Ground tool is used, default ground is turned off, and only objects defined as ground by the user are considered as ground 

Press and hold to activate Teleportation mode. Then Release to teleport to a valid destination.

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Grass

Enable users to add realistic grass effect to VR scenes. Selecting this VR effect will open the VR Grass Generator dialog.

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VR Grass generation dialog allows the user to control:

The following video shows a sample of Grass effect in action 

The following tutorial shows how to use grass in VR Studio

Media Group

Make Video

With Make Video effect, the user can convert any 3D object to a video player. The video should be an MP4 file.

The user can use a URL link in which case the video will be streamed during the VR experience, or a local link for a file on the users machine. Local videos are automatically added to the VR experience package, so the videos can still play when VR experiences are distributed

The following dialog shows the VR Video properties 

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To learn how to use Video effect in VR, check the following tutorial 

Remove Video

To remove a video click the "X" mark in the Scene Browser next to the 3D geometry including the video.

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Video Action response in VR Training Builder can be used to control the Video play in VR. It can be used to pause, play, toggle, or seek in VR, as a response to an event. For more info about Video Actions in VR Training Builder check this tutorial.

Create Sound

This function adds 3D Sound object to the scene, and the Scene Browser. Selecting the 3D Sound form the tree will display its properties in the Properties Panel, VR Sound tab. The 3D sound object occupies a location in the 3D scene.

The user can determine if the sound should be played on start of the scene, or not. To be played once or in a loop.

The type of the 3D Sound can either be Spatial, which means the sound volume is automatically affected by the location of the 3D sound in the scene, or Constant. Constant sounds when played has the same volume in all areas of the scene.

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For more information about VR Sound check this tutorial

Create Web Browser

Adds a flat screen VR Web Browser element to the Scene Browser, and the 3D area. In the Properties Dialog under the VR Web Browser tab the user can input the URL for the browser to display.

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The user can change the width and height of the Web browser plane using the white points that appear on it when selected. The web browser can be placed on a PC screen, or a full wall in the VR experience.

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Create Surveillance Plane

Surveillance Plane allows the user to view far or not easy to view parts of the scene using VR Camera. VR Surveillance plane is linked to the camera so it shows what the camera is seeing. The following tutorial shows how to use VR Surveillance 

Creating VR Camera is available under VR Viewer menu 

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UI Panel Group

Create Variable Writer

This tool enables the user to track the value of a VR Variable in the VR experience.
Click Here to learn more about creating VR Variables.

The value of the variable will be updated dynamically, so whenever the variable value changes the variable writer will be updated to show the new value of the variable. The user can control the size, and place for the variable writer, so it can be aligned on a wall in the scene or on a monitor.

User selects which variable to view, color of the text, and prefix text.

Having multiple variable writers belonging to the same group make them have the same font size. 

Create Scene States Lister

Scene State Lister automates the processes of showing the Scene States in the scenes and allows the user to switch between them during the VR experience. 

Adding a Scene State Lister will add it to the 3D area, and the Scene Browser. The user can control Scene State Lister parameters from VR Scene State Lister tab in the Properties Panel, as shown in the following image. 

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The following tutorial shows how to use Scene State Lister in a VR experience 

Interactions Menu

Provides users with different tools to define interactions in the VR experience.  

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Grabbing Group

Make Grabbable

Makes selected object(s) grabbable in the scene. A grabbable object is an object that can be grabbed by a controller in a VR experience or using a desktop hands and can be moved from one place to another. 

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Grabbable objects are highlighted clearly in the Scene Browser 






Grabbable objects are highlighted in the desktop or VR viewing modes with orange highlight as shown in the following image 

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Make Grabbable Sequence

Grabbable sequence allow users to interact with 3D object(s) in VR by linking object(s) to animation sequence. In the image below an animation for control arm was saved as sequence, then linked this sequence to arm object used Grabbable Sequence. When the arm is grabbed in VR the path appears and the user can move the grabbed object along the path.

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The following tutorial shows the user how to create and use Grabbable Sequence

 

Dynamics Group

Enable Physics

Enable physics makes the object simulate projectile motion, fall down to gravity, and collision with static and moving objects. Density, Friction, and Restitution coefficient and assigned in the physical properties section of the material properties.

The following tutorial shows how to use physics simulation in VR 


Make Climbable

With this feature selected objects in the scene can be made climbable such as ladders.  Just click Make Climbable and select the object you want. 

Check this tutorial for more about these two features. 

To adjust the Density and Restitution properties, which impact how objects behave during physics simulations, follow these steps:

1- Choose the material(s) applied to the physics objects.
2- Navigate to the Physics properties.
3- Update the Density and Restitution values according to the instructions illustrated in the accompanying image.

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Training builder gives the user the option to enable/disable physics on physics objects in the VR experience.

The response for doing that is shown in the following image;

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Clipping Plane

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Create Clipping Plane

Can be used to view a section of the model or to hide specific objects in the scene. Users can control objects to be affected by each clipping plane. The user can select objects each clipping plane will act on.

The clipping plane can be static or it can be animated showing clippable objects as it moves.

Add Object(s) to All Clipping Planes

Also known as Section Plane in VR, it can be static, animated, grabbable, and turned on/off dynamically. 
From VR Clipping Plane Tab in the Properties Panel, the user can select to show or hide the clipping plane. The direction of the clipping plane normal determines the clipped section of the model.

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Disassembly and Docking Group

Make Dock and Target

Dock is the static object, and Target is the moving one (grabbable), so the Target needs to be made Grababble first. After selecting this function the user will be asked to Select Dock Node, then to Select Target Node, and last to Configure object orientation.

In VR experience the user grabs the Target and when it is left (grab ends) while it is intersecting with the Dock, it is moved to the dock target predefined position.

Remove Dock and Target

Selecting this function will prompt the user to Select Dock Node, and Select Target Node then the relation will be removed

The following tutorial shows how to create Dock and Target interaction in VR Studio

Manage (Dis)Assembly Process

In case assembly / disassembly process is linear, which means it goes in a defined order this function can be used. It simplifies the process and makes it move in very specific scenario. Highlights will guide the user throughout the assembly / disassembly process with ease and without any confusion. Green highlight object in an assembly refers to the current available part of the system that can be removed. Yellow highlight indicates that the object can be grabbed.

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Blue highlight in the assembly indicates that the object can be placed in there.

Press Right Mouse to toggle the hand. The hand has a fixed position at the center of the view, but can be moved away or closer using the mouse scroll.

The assembly management interactions, settings:

Note: training builder can be used for creating a more open  assembly / disassembly process. It can be used to define the logic for the processes, giving the user more control without forcing her/him to adjust model structure in Scene Browser or go through a single path of exclusion.

Industries Solutions

SimLab VR Studio is continuously adding new features to make the experience of its users more joyful, and easier.

Doors/Cabinets Animation

Automatically creates an animation for an object depending on its type. This can be useful for scenes with multiple objects of the same type. There are two main methods for defining which objects to animate:

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Object Selection

With this method, the user will manually select the components in the scene to create an animation for.
This method is suitable for scenes with small number of objects. Check the following tutorial on automatic animation for Doors / Cabinets using Object Selection Method

Object Name

With this method, the user will type in the name of components, and SimLab VR Studio will automatically find them in the scene and list them.
This method is more suitable for scenes with large number of objects to animate. Check this tutorial on automatic animation for Doors / Cabinets using Object Name Method

Doors and Cabinets Settings

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Visualize Scene Options

Visualize scene options (scene states and animation sequences) by displaying them as entities in a 3D world for easier and more practical VR experiences. Check this tutorial on how to visualize scene options in VR.

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Press "3" on your keyboard in VR Viewer to show available Pins, "LBUTTON" to select Scene States/Animation Sequences which appear as entities from the Pins.

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1 Select a Scene Node from the Objects Tree or from the 3D area, then click this option to add a Pin to the selected node, showing its scene states if interacted by the user in SimLab VR Viewer. 
2 Remove a Trigger and eliminate any associated pins and scene options.
3 The list of Triggers.
4 Activates Scene States library to drag-and-drop Scene States from it into Pin nodes.
5 Activates Animation Sequences library to drag-and-drop Animation Sequences from it into Pin nodes.
6 Add a new Pin to the selected node to hold other scene options chosen by the user. Once added, either Scene States or Animation Sequences from their corresponding libraries can be dragged-and-dropped  into it.
7 Remove the selected Pin node from its diagram.
8 Scene States/Animation Sequences can be dragged-and-dropped  here from their corresponding libraries.
9 Added Scene States/Animation Sequences
Visualize Scene Options - Step by step
  1. Create multiple Scene States/Animation Sequence (at least two), for a 3D model.
  2. From Interactions menu click Visualize Scene Options.
  3. Select the object for which to make a list, Ex: Bedside Table, select the table model then Add a Trigger by clicking image-1639851544234.png


  4. The object name (Bedside Table) should appear in the Pin and Scene Options side as shown in image.

    image-1639851925566.png

  5. Drag and drop created Scene States/Animation Sequence (created in step one) from their libraries into VR List1 one by one
    1. image-1639852036367.png
  6. The Scene States/Animation Sequence will appear under the VR List1
  7. Select List 1 to display its properties, and change its name,  and propertiesimage-1639852422955.png

User Gadgets Group

Add User Gadgets

This function will add some gadgets to the Viewer start model, as shown in the dialog below:

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Adjacent Objects: which are objects that move with the Viewer start model in the VR environment. They can be something like tools (screw driver or hammer). Check this part of tutorial for more about Adjacent Objects.

Controllers: This allows the user to change the VR controllers with selected 3D models for Hands, or Gloves. Controllers appearance is only available in VR Mode. The following video shows the effect of using Controllers in the VR experience.

The following tutorial shows how to use controllers gadget in VR Studio 



Hud: Hud is a plane shown in front of the user so it is easy to show instructions or current status. The following video shows the Hud appearance in a VR experience.

The following tutorial describes how to add/use Hud and Adjacent Objects

Change Equipment State Response in Training Builder, can be used to control equipment state (Equipped or Unequipped) for all gadgets (Adjacent Objects, Controllers, and Hud)

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Avatar Generator

In this dialog users can build their own avatars from a collection of Faces, Uniforms, Headwear, and Glasses. Avatars are used in VR Collaboration, in SimLab VR Viewer.  For more about Avatar Type and Creation check this tutorial 

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Voice Commands

Voice commands are new events that are fired when the appropriate voice command is said in the experience. SimLab VR Studio supports voice commands in 20 languages.

The following tutorial shows how to add voice commands.




Find and Control

Searchable Components

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Adding scene nodes to searchable components will enable users to use the tree in VR Viewer to search for the node and its children, found nodes can be grabbed, highlighted, shown/hidden.

The following tutorial shows how this feature can be used 



Training Builder Menu

Training Builder is a visual tool that allows VR experience designer to control the logic in the VR experience without the need to write any code.

Training Builder allows the user to links Event with Response(s)

An Event is fired when something happens in the experience, for example when the user clicks on a specific object, or when an object collides with another object. A Response is the reaction the VR experience should do when an Event takes place.  

For example when the user clicks on Globe Object (Earth_geo) Scene Node in the Node Triggered Event, it starts the rotation sequence (Play Sequence) Response, as shown in the following image;

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There is no limit to the number of elements in Training Builder. The user can add as many elements as needed in diagrams.  
Each Diagram can have up to 300 elements to keep things organized for big projects. For small projects one diagram should be enough, for larger projects the user needs to organize work by keeping up to 300 elements in each diagram.

Creating your first VR experience can serve as a good first interaction with the Training Builder to see it in action  



The following video provides more details about using Training Builder 



SimLab Academy (in the Library panel) under VR Creation includes a section dedicated for Training Builder tutorials.

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Variables and Expressions

Using Training Builder, enables users to add variables and use them in creating VR experiences. Check this tutorial about using variables in Training Builder.

Supported variables are of the following types:

String Variable; Stores object names, message data, ..etc
Number Variable; Supports both integer and float numbers. Can be used for calculating , and storing values
Time Variable; can save the time at any stage of the VR experience

String Variables

Initial value can be set to any string in the variable editor in training builder.
When used in Change Variable response, string should be surrounded in single quotations (' ')

Expression supported operations include adding strings, and substring

Number Variables

Initial Value can be set to any float or integer numbers, the following operations are supported for number variables
Increment: Adds one to the current value
Decrement: Subtracts one from the current value
Time Difference: Calculates the different in seconds (up millisecond precision) between two time variables
Expression: large number of expressions are supported, list of supported expressions can be found in the following link , The following tutorial shows how expressions can be used in Training Builder

 

Time Variables

Initial value for all time variables is set to the start time of the VR experience, at any point of the VR experience the user can capture current time and store it in a time variable

Variable writer

This tool enables the user to track the value of a variable in the VR experience

The value of the variable is updated dynamically, so whenever the variable value changes the variable writer will be updated to show the new value of the variable. Variable Writer is available under the VR Effects Menu.

The user can control its size, and place, so it can be aligned on a wall in the scene or on a monitor, user selects which variable to view, color of the text, and prefix text.

Having multiple Variable Writers belonging to the same group make them have the same font size.

Create/Edit Variables

Variables can be created and edited by clicking the Edit Variables button ay the top right part of the Training Builder. It allows the user to view/delete/change initial values of existing variables, or create new variables.

Clicking '+' at the top right corner of the Edit Variables and Initial Values dialog will add a new variable. The user can click to change the name of the variable, select its type from the combo box, and set its initial value.  

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Inputs

Inputs are entities used as triggers for actions in the Training Builder diagram. For example if multiple nodes in the diagram use a Scene Node, it can be used as input and be connected to multiple blocks. Updating the input once will be reflected to all blocks using this input.

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Icons Inputs Name

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Sequence

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Scene State

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Scene Node (object)

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String

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Variable

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Action

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Boolean

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Hand

Events

Events are triggered when something happens in the VR experience. 

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The following image shows how to use Scene Start Event, which takes place as soon as the VR experience starts, to play Sound Action Response.   

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Icons Events Name

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Scene Start

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Scene State Applied

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Sequence Ended

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Node Entered Node

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Node Exited Node

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Hand Entered Node

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Hand Exited Node

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Voice Command Recognizer 

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Node Triggered

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Node Grab Started

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Node Grab Ended

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Delay

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Grip Pressed

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Hand Entered Hand

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Hand Exited Hand

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Voice Command Test

To learn more about Grip Press event check this tutorial

Responses

Responses are defined reactions to events. To link a Response to an event simply the user needs to connect the Execute channel from Event to the execute channel of a Response. The user can connect the output Execute channel from a Response to input Execute channel of another response to guarantee order of execution and to link multiple responses to an Event.

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In the diagram below shows responses to clicking on an object (Node Triggered)
1- Play a Sequence
2- Wait for 2 seconds
3- Hide an object from the scene 

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Icons Responses List

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Apply Scene State

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Change Node Grabbable State

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Play Sequence

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Stop Sequence

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Show/Hide

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Show Message Box

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Teleport to Camera

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Change Node Action

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Sound Action

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Video Action

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Report user-defined measurement

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Active Quiz/Survey 

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Change Equipment State

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Change Grabbable Sequence  

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Enable/Disable Physics

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Vibrate Controller

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Advanced Change Variable Value

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Branch (Checks value if true follows one path if false follows the other)

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Get Attribute Value

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Set Attribute Value

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Glow Object

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Un-glow Object

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Point To Object

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Remove Point To Object

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Get Position

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Set Position

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Fall to Surface

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Reset Rotation

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Set Parent

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Reset Parent 

Booleans

Booleans includes two groups States, and Operations. 

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States are similar to events, and the current state can always be gotten from them. For example in the following image, Objects Overlap is shown, if the two objects Overlap you get OnTrue execution, as soon as they do not, you get OnFalse execution. The output Boolean value can be checked at any point to see if they are Overlapping on not. OnTrue or OnFlase are only fired when the state changes.

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Opinations allow running Boolean operations on Boolean variables. Supported operations include And, Or and Not 

Icons Booleans List


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Compare Variable Value

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Objects Overlap

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Object is Grabbed

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And Operation

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Or Operation

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Not Operation

Templates 

Training Builder works great for describing  multiple step training scenarios. But what if the same behavior is repeated for a class of objects. For example if the user ends grabbing any of the tools in the training, the response should be for it to fall to the ground, this is when templates are used.

To Create a Template diagram in Training Builder click Create Template button at the top right side of the Training Builder.

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After clicking Create Template , a new Template diagram is added. A template diagrams is different from regular Training Builder diagram in its orange background marks, and in Template Scene Node block added in it. This block can not be deleted. 

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Template Scene Node block selects a group of Nodes based on query that can include one or more rows connected with And or Or, as shown in the following image.

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Logic connected to Templet Scene Node block will be applied to each Node that satisfies the selection query, for example in the previous image, each object having "box" in its name, and having "wood" in the value of its material attribute will be selected. 

The following tutorial shows the power of Template Diagrams in the training builder

Advanced Features 

Copy part of a diagram

To repeat same logic for more than one object (in case templates did not do the job), part of the diagram can be copied. This is done by using the Left Mouse button to highlight the part of the diagram to copy, while the section is highlighted click CTRL + C to copy it, then CTRL + V to Paste. After that the Scene Node Object needs to be changed, and any block that needs update. 

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Drag/Drop of the scene

To add inputs like a Scene State or a Sequence, the following process is used  

1- Click on Sequence from the toolbar
2- From Sequence Library select the desired Sequence
3- Click attach Sequence 

As shown in the following image

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If you know the Sequence or the Scene State you can directly drag it from the Library and drop it on the Training Builder 

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Right Mouse

Clicking Right click in the training builder shows all toolbar elements, organized, so you can add any block without moving the mouse to the tool bar. 

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You can also click few characters in the filter to find an element quickly, as shown in the following image. 

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Attributes 

Attributes can be used with Training Builder in many ways:

It is a good idea to be familiar with attributes to create advanced VR experiences. To learn more about  attributes check the following tutorial 

Tools to organize Training Builder experience 

Some users are creating large and complex training, and virtual reality (VR) experiences using the training builder. To help manage these complex diagrams  the following tools have been provided:

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Notes: Use notes to describe the logic, making it simpler for both you and others to understand and update the training builder diagrams in the future.

Groups: You can organize nodes into groups and give them clear names. This makes it easier to find and update the logic of your training builder.
Search: Suppose you've improved an animation sequence and want to replace the old one in the training builder. Use the search tool to find all instances of the old sequence and replace them with the new one." 

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Dynamic Builder

In template diagrams, a user was able to define logic for a group of objects based on name, or attribute criteria. Dynamic diagrams take this to the next level, they allow defining interaction between multiple templates, in a dynamic way. What this mean is that a user can set a dynamic criteria for triggering actions and responses mainly by defining multiple quires using multiple scene nodes.

To open the Dynamic Builder click the highlighted Add a new dynamic diagram button at the top right side of Training Builder diagram. 

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A new Dynamic Diagram will open, and the Dynamic Diagram menu will appear.

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Dynamic training builder menu is divided into four groups;

Sources 

A source is an expression that will generate a value that can be used to trigger an event in the Dynamic Builder. Sources are divided into two tabs, Main Sources and Template Sources. 

Main Sources 

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Icon Source Name

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Scene Node

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Scene State

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Expression 

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Number 

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Boolean

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Hand

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Sequence 

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Variable 

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String
Template Sources

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Icon Source Name

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Scene Node Query

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User Query

Events 

Events are triggered when something happens in the VR experience. They are arranged into two tabs Main Events and Object Interactions 

Main Events

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Icon Event Name

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Scene Start

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Node Triggered

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SceneState Applied

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Sequence Ended

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Node Grab Started

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Node Grab Ended

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Grip Pressed

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Grip Released

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Voice Command Recognized

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Ticker
Object Interactions

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Icon Event Name

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Node Enter Node

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Node Exited Node

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User Enter Node

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User Exited Node

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Node Hover Started

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Node Hover Ended

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Hand Enter Node

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Hand Exited Node

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Hand Entered Hand

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Hand Exited Hand

Responses

Responses in SimLab Dynamic Builder are arranged in a number of tabs to make it easier to use. 

Main Responses

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Icon Event Name

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Play Animation Sequence

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Apply Scene State

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Set Parent Node

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Reset Parent Node

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Set Node Grabbable State

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Delay

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Branch on Expression

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Loop

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Show/Hide

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Set Node Glow State

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Enable Controller Vibration

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Disable Controller Vibration
Objects Behavior

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Animation Sequences 

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Numbers

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String

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Time Variable

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Media

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Attributes 

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User

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States

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The following video shows the behavior in action, if you do not get why this is useful, do not worry about it for now.
In the future when you create more dynamic experiences, you will be glad to have this at your disposal. 

The following diagram shows how loop end is used, it is combined with the fact that in Dynamic builder the show message strings can also be dynamic, so we can show a message depending on the execution of the experience

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VR Viewer Menu

VR Viewer menu, is where the user can export 3D scenes into *.vrpackage file format, and view it in either Desktop Or VR Mode.

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Show in Viewer

SimLab VR Viewer enables users to experience rich and interactive environments in three navigation modes:

 

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Texture Optimization 

More information about Textures Optimization can be found here

Settings

Optimize Package: Optimize package merges all objects sharing the same material into one object, which in turn speeds up the experience and smoothest it significantly, specially when the model has large number of objects. Optimize package will affect static objects only, so if you have objects that has animation, scene states or are part of any interaction they will be excluded from the process and any interactions in VR will occur without any problems. 
VR Viewer Only: When checked, the exported VR package can not be imported by SimLab Composer
Enable VR Menu: The experience designer can control what the user running the VR experience will be able to view, or how the user can interact with the scene in the VR Viewer 

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Open Viewer 

Opens the stand alone VR Viewer, viewer can be then used to open a VR package, or to share a VR package with others. 

Stet Start Position

Loads the Viewer Start model, clicking on any place in the scene after clicking Set Start Position will snap Viewer Start model to the picked location. Viewer Start model defines the start place for the VR experience viewer and the orientation the experience will start at. 

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If Viewer Start model was already added to the scene, no new model will be added and the user can directly click to snap the Viewer Start model.

Users starting VR experience without calling Set Start Position will automatically have Viewer Start model added to the scene and will be able to set its location in the scene.

Viewer Start model can be used in Training Builder, for example Viewer Start model is used in Node Entered Node Event, in Training Builder diagram, to turn lights on, when VR experience user enters a room.

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Create VR Camera

Create VR Camera adds new VR Camera to the scene. The user should place camera and set its orientation, currently selected VR Camera appears in wire frame mode.

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User can place multiple VR Cameras in the scene, while running the VR experience the user can activate the Camera Teleport mode, by clicking on it, or using the shortcut (4), as shown in the following image

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When starting Camera Teleport mode the scene turns into ghost view , VR Cameras are shown as white spheres, hovering over one of the spheres shows the view seen by the camera, clicking on the white sphere moves the user to the VR Camera location.

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VR Camera can also be used in Training Builder, in the Teleport to Camera response block. When this response is called, the viewer is moved from current location to the location of the VR Camera connect to the response block 

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When moving viewer to a VR Camera, we can select to align the viewer orientation with the orientation of the VR Camera, this is done by checking the option Apply Orientation in the VR Camera Properties Panel, as shown in the following image

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VR Camera can also be linked to the Surveillance Plane under the VR Effects menu, to learn more about using VR Camera with VR Surveillance camera use the following link

Export VR Package

Export the current scene as a VR Package (*.vrpackage),  which can be opened using the free SimLab VR Viewer. When exporting the VR Package the user can set

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This information will be visible in the VR Viewer to help users to find the correct VR experience.

Export VR Catalog Item

VR Catalog Items are very similar to VR Packages, and they share the same extension (*.vrpackage), the only difference is that they will not require adding Viewer Start model, as the are not planned to be used as stand alone VR experiences, they are created to be used in VR Catalogs, visible while running the VR experience, as the once shown in the image below

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Creation of new VR Catalogs require ultimate edition of SimLab Composer

Export EXE File

EXE files can be exported from the Windows version of VR Studio, they are similar to VR Packages, as they include the current scene. EXE files can be shared with users who do not have VR Viewer installed.
Upon clicking on the EXE, it will try to find VR Viewer, if found it will use it and open the scene. If VR Viewer was not found, it will automatically install latest version of VR Viewer, then it will use it and open the scene, which makes it easier to share VR experiences with new users.

VR Store

designed to simplify the process for VR experience designers to market and sell their creations. In earlier versions, we tested a VR warehouse model, but based on feedback from designers, it was clear that they preferred licensing their VR experiences instead of selling zim files. This allowed them to retain copyrights for the zim files, enabling them to build new experiences on top of them or customize them for specific users. SimLab VR Store addresses these concerns by offering an alternative avenue for marketing and selling VR experiences, while still maintaining the availability of traditional methods. This new feature is particularly advantageous for larger organizations, providing them with an easier way to sell their VR content and gain more visibility. Any experiences created using the free SimLab Composer and VR Studio, after undergoing the review process, will be showcased in the VR Store. These experiences can be either paid or free and will appear without watermarks. This flexibility is beneficial for new users who want to start showcasing their work without any initial financial investment, and it also caters to the needs of educational institutes. The VR Store is intended for creators, and we welcome any notes, requests, or feedback from users. Your input is valuable in helping us refine and improve this platform to better serve the VR community. Please feel free to share your thoughts with us soon.image.png

Check this article to learn how to protect your VR product and prevent Copyright infringement.

Viewer Settings

This option gives user quick access to viewer settings, to check and update those settings before exporting the VR package.

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Languages

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This option allows the user to make the VR experience support multiple languages, the user defines special objects for each language, those objects can be Objects, Videos, Sounds, Presentations, or Text. 
When starting the experience, the end use will select the language she prefers to run the experiences in, all objects in other languages will be automatically deleted, so the VR experience will run in the selected language.

The following video shows how to use multiple language support


Mixed Reality

The Quest 2 and Quest 3 now offer mixed reality support, enabling users to engage in interactive experiences while maintaining visibility of their actual surroundings.

With the Mixed Reality option, designers can specify the environmental elements within the experience. When users run the experience in Mixed Reality (MR) or Augmented Reality (AR) mode, these elements will be concealed, whereas they will be visible in other modes. This flexibility empowers designers to craft a unified experience that seamlessly transitions across Virtual Reality (VR), Mixed Reality (MR), or Augmented Reality (AR) modes.


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The following tutorial shows how to use the MR elements 

In addition to single user MR mode, MR mode can be used in collaboration, the following tutorial shows users located in the same room, how to perform synchronization to work effectively in the MR mode.


VR Evaluation

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VR Evaluation menu gives user access to the full VR Evaluation process which includes

Creating Quizzes/Surveys
Distributing VR experiences to students
Viewing Results

 

 

VR Evaluation Chapter goes through the process of creating and distributing a successful VR Evaluation. 

Help Menu

In this menu, the user has access to different sources of information about SimLab VR Studio.

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News

Starting with News where a dialog will be displayed including latest news regarding the application, and it's updates.

Check for Updates

Check for Updates, as the name implies, will display the dialog with the latest releases of the application.

License

License, displays the Registration dialog, where the user can request start free personal license, request a trial license, or activate a professional license. More information about VR Studio licensing process can be found here 

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Cloud License 

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Cloud license option allows the user to do the following:

Note: Professional software key received when ordering a license of VR Studio is also a valid Cloud Key, so the user can use it to activate the Cloud Account. All what the user needs to do is register a Cloud account then to add the key.

Docs 

This option provides users with a list of help links available for SimLab VR Studio. Including a link to this help document, and a link for more information about SimLab VR Viewer.

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Learn 

Learn option directs users to learning resources for SimLab VR Studio.

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SimLab Academy displays SimLab Academy in SimLab VR Studio library, More information about SimLab Academy can be found here.

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SimLab YouTube Channel direct the user to the corresponding site.

Support

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Support menu allows the user to do the following: