#author("2026-03-04T05:07:04+00:00","default:iseki","iseki")
#author("2026-03-04T05:07:17+00:00","default:iseki","iseki")
* User's Manual of [[OARConvWin]] [#z3045da6]
** Usage [#we23a7f9]
*** Simplest Conversion [#o8a2332f]
+ ''Open OAR File'' 
-- Select "File" menu -> "Open OAR File", and select OAR file (ex. ABC.oar)
--- OAR file is extracted
--- OAR folder is created with prefix "OAR_" at same folder as the OAR file (ex. OAR_ABC)
--- Information dialog of OAR file is popped up
--- "Convert Data" sub menu becomes active automatically 
+ ''Set Output Format''
-- Select "Tools" menu -> "Output Format"
--- Select output data format, target engine (Unity or UE) , Joint Support and No Offset options
--- The selected state is displayed at the bottom of the program
+ ''Show Log Window''
-- Select "Tools" menu -> "Log window"
+ ''Convert OAR files''
-- Select "File" menu -> "Convert Data"
--- Conversion starts and Data folder is created with prefix "{DAE_ | OBJ_ | GLTF_ | GLB_ | STL_}" at same folder as the OAR folder (ex. DAE_ABC)



** for Unity [#j09113bf]
**** Unity Editor extension
- Before drag and drop converted dae folder to the project view of Unity, please drag and drop to ''Unity3D\Editor'' folder to the project view first.
- If you use Unity2022, please drag and drop to ''Unity3D\Editor_2022'' folder to the project view first (v1.8.6).

**** import of glTF/GLB data
- Since Unity cannot import glTF/GLB files natively, you need the ''glTFast'' package.
- Install ''glTFast'' (com.unity.cloud.gltfast) via the Package Manager.In the Package Manager, select “Install package by name…” and enter com.unity.cloud.gltfast.

**** drag and drop to Hierarchy window
- In Unity 6.x, the position may shift when you drag and drop an asset into the Hierarchy.
- Enable the following option: Edit → Preferences → Scene View → "Use prefab asset position when dropping on the Hierarchy window".
**** Water asset
- The Water prefab included in v1.8.6 and later is compatible with both BRP and URP.
**** UnityChan
- The UnityChan avatar prefab is version 1.2.1 for BRP and version 1.4.0 for URP.
** for UE5
*** Plugins
**** OARSelectMaterial
- When importing glTF/GLB files, this plugin conflicts with the launch of this plugin, so this plugin must be deleted or disabled.


** Menu Bar [#xe211fd2]
*** File [#y2fcf05a]
&ref(File.png,,100%);
**** Open OAR File [#cd7dccf8]
- Select OAR file or ''archive.xml'' file in extracted OAR folder.
- When OAR file is selected, OAR file is extracted at the same folder as the OAR file and with "OAR_"(default) prefix folder name.
- If OAR file is read correctoly, "Information of OAR" Dialog is poped up and OAR path displayed at status line.

**** Open OAR Folder [#g56492ae]
- Select extracted OAR folder.
- If OAR file is read correctoly, "Information of OAR" Dialog is popped up and OAR path displayed at status line.

**** Convert Data [#d8e44dcc]
- Convert OAR files to DAE/OBJ/glTF/GLB/STL files.
- for example, DAE folder with prefix "DAE_"(default) is created at the same folder as the OAR file/folder.

**** Exit [#ua9c882e]
- Exit from application.


*** Tools [#le1465ae]
&ref(Tools.png,,100%);
**** Log Window [#z9c2574a]
- Show ''Log Window''


**** Objects List [#wd52c13b]
- Show ''Objects List Dialog''


**** Output Format
- Show ''Output Format Dialog''
**** Settings [#af9c5d56]
- Show ''Settings Dialog''


*** Help [#ue8da135]

**** About [#h6052a6d]
- Show Information Dialog of this application

&ref(Help.png,,80%);


** Child Windows and Dialog Windows [#b282467f]

*** Information of OAR Dialog [#j2f08dbf]
&ref(Information_of_OAR.png,,80%);
- Information of OAR (Region).

*** Log Window 
&ref(Log_Window.png,,65%);
- Display Log Messages
**** ''Floppy Icon''
- Save Log Messages
**** ''Copy Icon''
- Copy selected area to cripboard. 
**** ''Eraser Icon''
- Clear Log

*** Objects List Dialog
&ref(Objects_List.png,,65%);
- Display name list of read objects.
- ''While this Dialog is displayed,  File Menu is disabled.''
**** Double Click a object name
- Show ''Information of Object Dialog''
**** Select some object names and click "''Convert''" button
- Selected objects are converted.
**** Select some object names and click "''3D Preview''" button
- Selected objects are displayed on ''3D Preview Window''.


*** ''Information of Object Dialog''
&ref(Information_of_Object.png,,65%);

**** Copy Coordinates
- copy "Center Coordinates of Object" to clip bord
*** ''3D Preview Window''
&ref(3D_Preview.png,,65%);
- Display a preview a shape of object using BREP. 
- Texture is not displayed. ''This is a Preview.''
**** ''Wire Icon''
- Display wire frame.
**** ''Solid Icon''
- Display planes of Solid.
- Illegal surface is displayed as Red Plane.
**** ''Question Icon''
- Display solid (BREP) information of this object.

*** Output Format Dialog
&ref(Output_Format.png,,80%);

**** DAE/OBJ/GLTF/GLB/STL
- Select the output data format.
- FBX is not supported.
**** UNITY/UE
- Select a target Engine.

**** Process Joints
- By checking this, you can process and export joint information, enabling the engine to import a Bento-compatible skeletal structure.
**** No Offset
- By checking this, each object can be output in local coordinates.
- After importing into each engine, to return to the original coordinates (world coordinates), use SetLocationByParameter
- Note that in v1.8.5, there is a bug where Unity's SetLocationByParameter does not work.
*** Settings Dialog [#zc8223bc]
&ref(Settings.png,,70%);
**** Start Num [#x7596c8b]
- Number of objects to start the conversion.
- 0 or less is specified, it is considered 1.
**** Stop Num [#i2c99030]
- Number of objects to stop the conversion.
- -1 means infinity.




**** Output of Terrain Data [#ia822c06]
- If checked, Terrain data is converted, too.

**** Terrain Texture Scale [#i612f791]
- Repeat factor of Terrain Image.
- Usually 7 is used at SL/OS Viewer.

**** Debug Mode [#n76fbb9d]
- Debug information are displayed at ''Log Window''

**** Shift [#r5754743]
- Specify position shift of objects

**** Folders [#l64754ce]
- Specify prefix names of OAR, DAE and STL folders


*** Status bar
&ref(Blow_informations.png,,120%);
&ref(Blow_informations.png,,100%);
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