#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%); #br #br #br