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Medium - Export Pipeline guide

MattHickman
Rising Star
Hi all, 

As you all probably know we've expanded a lot of the export options within Medium at our V1.1.1 update. To walk you through all the options, what they mean, and how they all connect we made this little guide for you. 

Enjoy!

Let us know if you have any questions. 

*EDIT: Update to include origin information
47 REPLIES 47

jessicazeta
Heroic Explorer
CC @duncankeller for @Clampinator

Sterling77
Rising Star
https://www.youtube.com/watch?v=BB1HK9ACyHQ&list=PLpVxpRAn7ZrRK9gMaSZYY5X8bS9ca8jjb

Sorry to see you have had so much trouble - have a look at my tutorial on centering and zeroing model for export. 
https://forums.oculus.com/community/discussion/52965/sterlings-sketchbook

Clampinator
Explorer
Thanks Sterling. That was very interesting, and a cool look at your sculpture style.
However I may have missed where you showed how to center the sculpt for translation, rotation and scale in all axis, such that it matches *exactly* the location, rotation and scale of the imported reference mesh.
This is vital for reprojection in Reality Capture.

I think I have the workflow now if I just *never* touch the clay layer itself (except perhaps to change the rez or material), and make sure I do all my manipulation of the sculpt using the parent sculpt layer.

This seems to have proven to be the way to go... I guess I'm hoping for confirmation on that idea, or a better way (perhaps to completely reset the transforms?) if there is one.

Sterling77
Rising Star
So do you have to leave the ref mesh TSR in its original position for reality capture. Did you look the 4 part series on YouTube I made it does cover zeroing and keeping things intact for export. Usually you center the ref mesh to zero and work from there. If you import the ref mesh an leave the oringinal position ( don't grip scale or move through space ) - work away at cleanup and then when finished center sculpt to lathe > export 

if if you want send me an FR and chat more on messenger 🙂 
https://forums.oculus.com/community/discussion/52965/sterlings-sketchbook

Sterling77
Rising Star
https://youtu.be/KVPjt-g9DTQ
https://forums.oculus.com/community/discussion/52965/sterlings-sketchbook

Clampinator
Explorer
Yeah, there came a point the other day where I just didn't transform the clay at all besides a single 5x scale increase, and then walked around it (and stood on a chair) to smooth the capture out for decimation and reprojection.
It was while I was on the chair that I realised I was doing it wrong.
Your video above where you keep zeroing out the sculpt rotation, and then the world rotation, and then find that the sculpt rotation has changed (adopted the world's previous settings) and then you zero those out and now the world rotations are back...! Made me wanna cry. I had the same issue.
I can not say I understand how this all works yet. Only that I *think* I have a workflow now.
I do feel I'm very much working around Medium though- not working with it. Not yet anyway.

Sterling77
Rising Star
Yea technical 3d artists think in terms of TSR but mediums overall marketing is jump in and sculpt - it all falls over when you want to get the model out with some sane orientation :smile: VR gets a bit over whelming with too much UI so I think the balance is still present in medium. Hopefully in the next update medium gets tightened up. 
https://forums.oculus.com/community/discussion/52965/sterlings-sketchbook

Clampinator
Explorer
I've been working in 3D for over 25 years, so Medium is a welcome addition to my toolkit. 
I never thought it would be such a struggle to get a simple reference import / export workflow running though. Still, I think I have it now.

Sterling77
Rising Star
Haha try importing a model from Maya to Houdini lol cm to meters etc makes Maya look a little embarrassed. 
https://forums.oculus.com/community/discussion/52965/sterlings-sketchbook

Clampinator
Explorer
I worked in Max, so the Maya weirdness is unknown to me. I've heard stories. Max is no picnic either. Unit rounding errors...