After two days of waiting, my Step 4: Remove piston seal from caliper and Step 1: Remove bracket from caliper channels on Junaio have been made public. This is good news, but I think I went a little early on the publish because I failed to include extras such buttons for the instructional video, learner resources and link to next step in the process. The geometry is also misplaced. Now trying to upload to update the published channel and it doesn’t seem to be working. You might have to unpublish the channel, upload changes, publish it and then wait two more days for it to be approved.
Nope, you can just upload the Creator file to the server again and it will ask you to update the already published channel. For me, Creator and the Metaio/Junaio platform lack some expectation-outcomes-experience-scaffolding for users. This software, platform and service can be a little bewildering at times.
This recording shows my first two channels published to Junaio. Both channels feature incorrect placement of geometry and missing user interface. It’s a work in progress.
Previsualising the pointed tool, piston seal and rear brake caliper geometry for Step 4: Remove piston seal from caliper stage of the brake caliper augment. Geometry will be exported as FBX from Blender, prepared by FBXMeshCoverter for import into Creator for upload into my Metaio channel for final use as an augment. Figuring out the production workflow for each 3D model used in each step of the augmented contextual instruction.
Important tip: Remember to export your fbx from Blender to your Desktop and not anywhere else on your computer. For some unknown or unexplained reason fbx files exported to anywhere else but the Desktop do not seem to work properly when converted using FBXMeshConverter.
Screen captures from 3D point cloud data gathering with Metaio Toolbox for sequences to be used in my augmented contextual instruction on the rear brake caliper. The 3D point cloud data will then be used as tracking technology to place my augments.
Previsualising piston, boot and arrow geometry for Step 3: Remove piston from caliper stage of the brake caliper augment. Geometry will be exported as FBX from Blender, prepared by FBXMeshCoverter for import into Creator for upload into my Metaio channel for final use as an augment. Figuring out the production workflow for each 3D model used in each step of the augmented contextual instruction.
Preparing low-poly geometry for augmented contextual instruction in the disassembly and assembly of a vehicle’s rear brake caliper. Augmented contextual instruction is to be prepared in Metaio Creator, published to a Metaio channel and then accessed by learners through the Junaio app. 3D point cloud data is gathered with Metaio Toolbox.
This video conceptualises one stage of the disassembly of a brake caliper.
[Edit: Tuesday 13 August 2013] This video incorrectly conceptualises one part of the brake caliper disassembly process. A screwdriver is not used to extract the piston, seal and rubber boot from the caliper.
For this prototype, I’m using Metaio Creator image and object recognition features of Toolbox in restrictive Demo Mode to further explore some aspects of my concept of augmented contextual instruction. Unfortunately, in Demo Mode I can’t use the excellent 3D point cloud data captured in Toolbox to prototype all aspects of my augmented contextual instruction. In Demo Mode augments can only be triggered by a QR code, which is kinda okay for testing while you’re building. I’m thinking about buying a license.
This video shows some of the features of the augmented contextual help I’m trying to prototype with Metaio Creator in Demo Mode.
Augmented contextual instruction provides users with procedural demonstrations based on recognisable features and attributes of an object. Augmented contextual instruction could be used in vocational training and assessment contexts. Users can add (record), edit and share their own contextual instruction.
Once you’ve created seams in your mesh and then unwrapped it, you’ll then probably want to move contiguous groups of faces or UV islands into a location that will make it easier for you to create and then paint a texture.
Before you can start moving your UV islands you’ll need to change your selection mode. Sync selection is an extremely useful selection mode that allows you to select separate UV islands and then rotate, scale and transform them in the UV/Image editor without affecting the corresponding elements in the 3D editor. You can activate and then deactivate Sync selection by selecting the Sync selection button in the header of the UV/Image editor.
Making heavy use of the Sync selection button to arrange UV islands on the texture for the pre-visualisation geometry for the Sew, grew and mow lawn art experience.
My exploration of how we learn and how we design and develop stuff that helps us learn.