Eyewear Studio Editor

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Designhubz 3D studio editor


During the editing of your project, you may come across some issues that can hinder your progress.

In this video, we will address each of these issues and provide solutions to fix them. 

Some of these issues are common and easily fixable, such as material name collisions.
These collisions can be easily identified when a pop-up box appears, preventing you from saving your work.

For example, if you assign the same eyewear lens material to both the lenses and temples, a default name will be created for both materials.
Although the material IDs are different because they were individually assigned to each part and not copied and pasted, they end up sharing the same name, resulting in a collision.
To resolve this, a simple solution is to change the names of the materials.
You can use names like Lens-physicalA, Lens-physicalB, or any other name of your preference, as long as they dont have the same one. 
After typing the new name press Enter to apply the changes.

Sometimes, when you revisit a saved project and examine different variations, you may discover that certain variations have been modified and overwritten by others.
To prevent this from happening, it is important to rename the textures of each variation differently.

For instance, if one variation has a texture named 'TempleDiffuse,' please ensure that the texture file for the second variation is renamed as 'TempleDiffuseB,' and for the third variation, it could be named 'TempleDiffuseC,' and so on.

The editor calculates the bounding box of the eyewear and uses these measurements to determine the frame width. 

So, before exporting your eyewear, please ensure that the temples are within the frame's bounding box.
This can be fixed later in calibration mode. 
After calibrating your model, exit calibration mode to return the eyewear to its initial position.
Then, save the geometry. 
The reason for exiting calibration mode is to prevent the new bounding box’s measurements created during temple calibration from being applied, which happens when saving the geometry while in calibration mode.

The initial position will be visible in 3D view, and the changes made in calibration mode will be applied in real-time in VTO. 

If the frame width is incorrect, you have two options to fix it.
First, go to Web/Xr and select 'Rescale Frame Width.'
Enter the correct frame width and right-click on '$front' under the scene to verify the size of the updated geometry.

If all measurements match, we are good to go. 
However, if there is a significant difference between the requirements, base geometry, and the updated geometry, it is advisable to export the current saved version as a glTF file.
Then, select all elements in your design software and scale them to match the correct frame width measurements.
Finally, export the new version and update the geometry. 
After updating the geometry, you may encounter a bug where you are unable to calibrate further.
To resolve this, simply exit the calibration mode and save your geometry.

Once the save is complete, refresh the page and proceed to calibrate again.
After completing the calibration, exit once more and save the geometry.