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Merge pull request #1 from Danyals-code/standardize-panel-and-orient-products
Add a Standardize panel and per-product orientation controls
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‎README.md‎

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@@ -84,7 +84,7 @@ The sidebar is laid out in the order you should use it.
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Pick a lighting preset and a background, then **Apply Scene Setup**. This builds an
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`MV_Lighting` collection and switches the scene to the add-on's own `MV_World`.
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Your existing world is left intact — it is only deselected, not edited, so an HDRI setup
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Your existing world is left intact. It is only deselected, not edited, so an HDRI setup
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you built yourself survives and can be picked again from World properties.
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| Lighting preset | Look |
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You can also click **Add Empty Product Collection** and drag existing meshes into it, which
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is how you use MultiView with geometry that didn't come from STEP.
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**Fit on Import** (on by default) does this automatically: as each STEP file lands, the
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### 3. Standardize
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Everything that makes products comparable to each other lives in this panel.
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**Fit on Import** (on by default) does it automatically: as each STEP file lands, the
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product is uniformly scaled so its largest dimension equals **Target Size** (default
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`1.0 m`, i.e. it fits inside a 1x1x1 m cube) and its bounding box is centred on the world
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origin. Turn it off if you want to place and scale products yourself.
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Geometry does not move during that step. Objects on multi-user or linked data cannot be
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edited by Blender, so those keep their transform and are counted in the status message.
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### 3. Cameras / Views
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### 4. Cameras / Views
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Choose a view set and click **Build Cameras**. Cameras land in `MV_Cameras`, named
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`MV_Cam_<View>`.
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Need an angle that isn't in the presets? Add a **Custom View** with an X/Y/Z direction
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vector and an ortho/perspective toggle, and it gets built alongside the rest.
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### 4. Batch Render
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#### Orient Products
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**Front Axis** fixes the whole batch at once, which only helps when every product was
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modelled the same way. In practice a few arrive facing the wrong way, and this is where you
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turn them by hand.
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**Isolate Active Product** (on by default) means you only ever see the one you are working
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on. Rotating or stepping hides the others, so a product is never obscured by the rest of the
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batch while you are trying to orient it. The checkbox applies the moment you tick it, and
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unticking it brings everything back.
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That is the same isolation **Render All** uses, so what you see is what that product's
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render will contain. It is viewport state only: a batch render saves it, isolates each
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product in turn, and puts it back afterwards, so leaving it switched on never changes what
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gets rendered.
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**Previous** and **Next** step through the batch one product at a time. The list wraps, so
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you can keep pressing **Next** all the way round. **Show All** reveals every product and
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switches the checkbox off, so the next rotation does not immediately hide them again.
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**Left**, **Right**, **Up** and **Down** turn the product that is currently showing:
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| Button | What it does |
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| --- | --- |
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| **Left** / **Right** | Spins the product about the vertical axis. This is the turntable move that swings a sideways product round to face front. |
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| **Up** / **Down** | Tips the product about whatever axis is horizontal on your screen, for something lying on its back or standing on its nose. |
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Up and Down follow the camera, so they mean the same thing whichever view you are looking
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through. Rotation is about the product's own centre, so it never drifts out of frame, and a
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multi-part assembly turns as one rigid piece. **Rotate Step** sets how far one press turns
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it, 90 degrees by default, so four presses of the same button return to where you started.
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Turning a product changes its bounding box, so **click Build Cameras again once you are
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done orienting**. Framing is measured across the whole batch, and it is measured before you
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start rotating.
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### 5. Batch Render
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Set an **Output Directory**, choose a **Render Mode**, and hit **Render All**.
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The `AA_01` label is controlled by three fields:
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- **Start Prefix**: the letter pair for the first product (`AA`, `BB`, ...). Only the
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first character is read, since the label just repeats it — typing `AB` gives `AA`.
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first character is read, since the label just repeats it, so typing `AB` gives `AA`.
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- **Start Number**: the number the batch starts at, so a second batch can continue from
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`AA_11` instead of restarting at `AA_01`.
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- **Products per Letter**: how many products before the prefix rolls over to the next
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`freecadcmd`, not the GUI `freecad` binary. Open `Window → Toggle System Console` (Windows)
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to see the subprocess output.
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**Products are all different sizes in the renders**: run *Standardize Products* with
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**Rescale** enabled.
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**Products are all different sizes in the renders**: run *Standardize Products* in the
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Standardize panel with **Rescale** enabled.
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**The "Front" view isn't the front**: change **Front Axis** in Cameras / Views and rebuild
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the cameras.
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the cameras. If only some products are wrong, Front Axis will not help, because it moves the whole
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batch. Use *Orient Products* to turn the offenders individually, then rebuild.
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**Only one product is visible in the viewport**: **Isolate Active Product** is on, which is
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the default while orienting. Click **Show All** in Cameras / Views, or untick the box.
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Renders are unaffected either way.
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**Renders are cropped after rotating products**: rotating changes the bounding box the
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framing was measured from. Click *Build Cameras* again.
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**Imported STEP geometry is blocky**: lower **Tessellation Deflection** in preferences
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(try `0.02`) and re-import.

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