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UDC - from OBJ - coordinates

Started by emiliano, March 22, 2026, 10:08:04 PM

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emiliano

I'm trying to create a UDC from a 3D model made up of several components.
I previously imported this model into Unity, where I have access to the local axes of each component, so I was able to create an animation via script according to the logical sequence I wanted, using their position/rotation.

I'm trying to replicate this in Machines, but I'm running into the difficulty of having to use OBJ, and—as far as I understand—I don't have access to the local axes of each imported element.

Ideally, I think it might be better if FBX could be imported into Machines.
In any case, I'm stuck and don't know how to proceed, or if it's even possible to do what I want.
Let me explain: Scene with Element 1 at coordinates X1, Y1, Z1 and orientation RX1, RY1, RZ1; Element 2 at coordinates X2, Y2, Z2 and orientation RX2, RY2, RZ2; Element 3 at coordinates X3, Y3, Z3 and orientation RX3, RY3, RZ3.
a) I export the scene to OBJ. I import it into Machines. Then I click Edit Model and extract each element.
b) I export the elements separately to OBJ. I import them into Machines.

In both cases, a and b, the position of each of the elements obtained in the UDC is 0,0,0 and the rotation is 0,0,0.





EasyPLC_Master

Machines Simulator uses a different coordinate system than Unity.
When you split a OBJ model using the tool included in the component Model 3D, the origin (or pivot point) of the splitetd model it is inherited from the original model and does not fit the extracted part.
Then you must to use other component (empty, static or other Model 3D) to parent it and use the parent as the origin of the splitted model.
Then you can operate with the parent at your convenience.

emiliano

So what is the workflow for importing devices or machines designed in Inventor or SolidWorks, for example, to avoid having to manually reposition the parts in relation to the parent objects inserted in Machines?
Is manual placement always required?

Quote from: EasyPLC_Master on March 23, 2026, 11:55:45 AMMachines Simulator uses a different coordinate system than Unity.
When you split a OBJ model using the tool included in the component Model 3D, the origin (or pivot point) of the splitetd model it is inherited from the original model and does not fit the extracted part.
Then you must to use other component (empty, static or other Model 3D) to parent it and use the parent as the origin of the splitted model.
Then you can operate with the parent at your convenience.


EasyPLC_Master

Currently, the ideal workflow is to export each part of the model to be animated independently, with the origin or pivot point in the desired area.

The model editing tool is used to decompose models that are already composed and for which you don't want to use the 3D editing software to modify them.

We are currently working on a new update that will allow you to modify the pivot point or origin of each imported model without needing to use the 3D design software.
We will announce it in the corresponding forum section when it is available.