@@ -84,7 +84,7 @@ The sidebar is laid out in the order you should use it.
8484Pick a lighting preset and a background, then ** Apply Scene Setup** . This builds an
8585` MV_Lighting ` collection and switches the scene to the add-on's own ` MV_World ` .
8686
87- Your existing world is left intact — it is only deselected, not edited, so an HDRI setup
87+ Your existing world is left intact. It is only deselected, not edited, so an HDRI setup
8888you built yourself survives and can be picked again from World properties.
8989
9090| Lighting preset | Look |
@@ -113,7 +113,11 @@ to see the full list.
113113You can also click ** Add Empty Product Collection** and drag existing meshes into it, which
114114is how you use MultiView with geometry that didn't come from STEP.
115115
116- ** Fit on Import** (on by default) does this automatically: as each STEP file lands, the
116+ ### 3. Standardize
117+
118+ Everything that makes products comparable to each other lives in this panel.
119+
120+ ** Fit on Import** (on by default) does it automatically: as each STEP file lands, the
117121product is uniformly scaled so its largest dimension equals ** Target Size** (default
118122` 1.0 m ` , i.e. it fits inside a 1x1x1 m cube) and its bounding box is centred on the world
119123origin. Turn it off if you want to place and scale products yourself.
@@ -145,7 +149,7 @@ on the world origin, so the product rotates about its own centre and the N panel
145149Geometry does not move during that step. Objects on multi-user or linked data cannot be
146150edited by Blender, so those keep their transform and are counted in the status message.
147151
148- ### 3 . Cameras / Views
152+ ### 4 . Cameras / Views
149153
150154Choose a view set and click ** Build Cameras** . Cameras land in ` MV_Cameras ` , named
151155` MV_Cam_<View> ` .
@@ -171,7 +175,43 @@ product reads at the same scale across the whole sheet rather than being re-fitt
171175Need an angle that isn't in the presets? Add a ** Custom View** with an X/Y/Z direction
172176vector and an ortho/perspective toggle, and it gets built alongside the rest.
173177
174- ### 4. Batch Render
178+ #### Orient Products
179+
180+ ** Front Axis** fixes the whole batch at once, which only helps when every product was
181+ modelled the same way. In practice a few arrive facing the wrong way, and this is where you
182+ turn them by hand.
183+
184+ ** Isolate Active Product** (on by default) means you only ever see the one you are working
185+ on. Rotating or stepping hides the others, so a product is never obscured by the rest of the
186+ batch while you are trying to orient it. The checkbox applies the moment you tick it, and
187+ unticking it brings everything back.
188+
189+ That is the same isolation ** Render All** uses, so what you see is what that product's
190+ render will contain. It is viewport state only: a batch render saves it, isolates each
191+ product in turn, and puts it back afterwards, so leaving it switched on never changes what
192+ gets rendered.
193+
194+ ** Previous** and ** Next** step through the batch one product at a time. The list wraps, so
195+ you can keep pressing ** Next** all the way round. ** Show All** reveals every product and
196+ switches the checkbox off, so the next rotation does not immediately hide them again.
197+
198+ ** Left** , ** Right** , ** Up** and ** Down** turn the product that is currently showing:
199+
200+ | Button | What it does |
201+ | --- | --- |
202+ | ** Left** / ** Right** | Spins the product about the vertical axis. This is the turntable move that swings a sideways product round to face front. |
203+ | ** Up** / ** Down** | Tips the product about whatever axis is horizontal on your screen, for something lying on its back or standing on its nose. |
204+
205+ Up and Down follow the camera, so they mean the same thing whichever view you are looking
206+ through. Rotation is about the product's own centre, so it never drifts out of frame, and a
207+ multi-part assembly turns as one rigid piece. ** Rotate Step** sets how far one press turns
208+ it, 90 degrees by default, so four presses of the same button return to where you started.
209+
210+ Turning a product changes its bounding box, so ** click Build Cameras again once you are
211+ done orienting** . Framing is measured across the whole batch, and it is measured before you
212+ start rotating.
213+
214+ ### 5. Batch Render
175215
176216Set an ** Output Directory** , choose a ** Render Mode** , and hit ** Render All** .
177217
@@ -209,7 +249,7 @@ renders/
209249The ` AA_01 ` label is controlled by three fields:
210250
211251- ** Start Prefix** : the letter pair for the first product (` AA ` , ` BB ` , ...). Only the
212- first character is read, since the label just repeats it — typing ` AB ` gives ` AA ` .
252+ first character is read, since the label just repeats it, so typing ` AB ` gives ` AA ` .
213253- ** Start Number** : the number the batch starts at, so a second batch can continue from
214254 ` AA_11 ` instead of restarting at ` AA_01 ` .
215255- ** Products per Letter** : how many products before the prefix rolls over to the next
@@ -246,11 +286,19 @@ collection are not seen as products.
246286` freecadcmd ` , not the GUI ` freecad ` binary. Open ` Window → Toggle System Console ` (Windows)
247287to see the subprocess output.
248288
249- ** Products are all different sizes in the renders** : run * Standardize Products* with
250- ** Rescale** enabled.
289+ ** Products are all different sizes in the renders** : run * Standardize Products* in the
290+ Standardize panel with ** Rescale** enabled.
251291
252292** The "Front" view isn't the front** : change ** Front Axis** in Cameras / Views and rebuild
253- the cameras.
293+ the cameras. If only some products are wrong, Front Axis will not help, because it moves the whole
294+ batch. Use * Orient Products* to turn the offenders individually, then rebuild.
295+
296+ ** Only one product is visible in the viewport** : ** Isolate Active Product** is on, which is
297+ the default while orienting. Click ** Show All** in Cameras / Views, or untick the box.
298+ Renders are unaffected either way.
299+
300+ ** Renders are cropped after rotating products** : rotating changes the bounding box the
301+ framing was measured from. Click * Build Cameras* again.
254302
255303** Imported STEP geometry is blocky** : lower ** Tessellation Deflection** in preferences
256304(try ` 0.02 ` ) and re-import.
0 commit comments