Live Tutorial of Metareal Stage | Recorded Webinar

Ok so Today we’re going to look at Beta 9 of Metareal Stage And this is really a kind of Getting Started Webinar. So Just a quick overview of what we’re going to cover We’re going to start with an intro & user interface overview Then we’ll take a little step back, and we’ll go through some of the sort of photography guidelines for shooting panoramas for Metareal tours and floorplans Then I’m gonna step through with Powerpoint kind of tour editing workflow And I will be keeping, we will be keeping an eye on chat, so let me know if there’s any trouble hearing what I’m saying, and if you have any questions, feel free to jump in And as you can see Ysabel’s on the chat there as well So after the photography guidelines, we’re gonna skip into as I said overview of the tour editing workflow and major steps Then we’re gonna deep dive into the Room Editor, the Tour Editor, and finally publishing the tour once you’re done So with that, I’m going to pop over to Metareal Alright, so, here I am I’ve logged into Metareal Stage So this is the Project Browser Here I’ve got, as you can see, I’ve got quite a lot of projects in my account And obviously if you have a new account, you won’t have all these projects There’s a video tutorial available at the top here You can install the sample project from here And in fact we’ll be updating this sample project with the project I’m going to show you today following this webinar Bunch of different ways to view. You can either view as thumbnails, or if you’ve got a lot of projects you can actually view the screen as a list view There’s some controls. You’ve got the ability to manage tags So here I can create new tags which allow me to set custom properties on individual tours So if I’ve got a large team, or I need to sort my [Project Browser], ones that are finished, or whatever kind of sorting I want to do I can actually do that with the Manage Tags tool And I can also choose which information is visible So I can have parameters that are not necessarily being shown I can also add filters So I can filter my project by Project Name, and I can add various other filters to that So I’m just gonna get rid of that frivolous tag Drop down then delete Ok And back to here And I’m gonna open a project. This is the one we’ll be working with today Le Vertendre Luxury Chalet Notice at the moment it’s a completed project What we’re going to do is we’re going to take the most complex room in the project, and we’re going to reconstruct it So this screen is, once you open a project, we call this the Project Dashboard This section, Published Versions, actually only appears when you’ve got a Published Version This is actually the link that you’ll share downstream with your customers for the actual tour. *chime* So here I can actually go into go into the tour So we won’t take a look at that now, come back to that later The top here, we’ve got various buttons. We can export the tour to various different file formats depending on, and what’s available there depends on your subscription level Here is the publishing tool, we’ll come back to that later And here we’ve got a nice big green friendly button, Build it for Me. So if you’ve uploaded panoramas and you don’t want to bother with building a tour, you can actually just contract our production team to do it There are a couple of options You can build a virtual tour And the price per panorama depends on your subscription level Or you can order a high quality vector floorplan of the tour So if you actually submit the job, that goes off to our production team And you usually get it back within 24-48 hours Here we have the attached assets section. This in fact is where you can attach other content that isn’t understood necessarily by Metareal, but you want to associate with your project for organizational purposes It’s also where, when we do a high quality floorplan for you, the high quality floorplan is returned to you, so it’ll appear as a PDF download link under attached assets Here are all the rooms I’ve created. And this is kind of the heart of the reconstruction process We’ll come back to that in a bit And here are the Source Images So, I’m not gonna upload images now but basically, if you click on this, you can actually choose images from Dropbox, Google Drive, or directly from local file

You need them to be equirectangular panoramas For now that’s what we support Here is the list of images that I’ve previously uploaded And there’s a bunch of things we can do We can select them. Which is useful for creating rooms In a minute I’m going to do that You can also… Little upload button on the top here allows us, if once you’ve created a tour you decide you need to do some editing to one of the panoramas, you can actually edit it externally and then reupload and replace the panorama So you can do things like, any kind of tweak you want to make to your panorama, and you can actually replace it anywhere in the tour just by reuploading it here Finally there’s a little viewer icon in the bottom right where you can go to *ring* *ring* our pano viewer *ring* There’s kind of some noise going on there Maybe we could, I think there’s people logging in, yeah there’s people logging in I’m on my phone trying to sync my speakers [Laughs] Ok. Thanks for listening So here we have, basically a panorama viewer And we can see them full size and actually explore them So if you’re building a tour, it sometimes helps to be able to see them a bit bigger than the little thumbnails So we’ve got a viewer for that there. And you can also select them from here In fact, we’re gonna go back and, so I can actually, gonna select these guys here The room that I want is I think these six panoramas In fact, before I go ahead and open it, I’m gonna open the pre-built version of the Salon And this is, far and away the most complex room in this tour That’s why I really wanted to show it to you guys So, here you can see we’re in the Room Editor By clicking on the pre-built room I’m able to open the room editor And you can see that I’ve got the tour already built Images on this side In the tour, various kind of wireframe geometry elements are really what’s reconstructed in the tour We’re going to come back to that in a bit We’ve also got the Tour Editor The Tour Editor is where we assemble the rooms into the tour Here I’ve got a partly built tour. I’m actually gonna clear that before we come back to it Tour Editor has a list of the rooms down the left hand side There’s various views: Plan View, Model View, and the Preview of the final tour. So this is where I can actually configure, once my rooms are all assembled together, my model’s good, my navigation is good, I can go ahead and configure the final tour player UI in this area. And also I can add labels and links to the tour if I want We’re going to come back to that. I’m actually going to reset that tour to wipe that away now, cause we’re gonna rebuild that from scratch. And So that’s kind of the overview of the interface There’s a few other bits we’ll touch in more detail in a minute I’m gonna step back and do a little overview of the Photography Guidelines. Now one of the main advantages for Metareal Stage is that you can use any camera you like You can use a, either a 360 camera of some kind, any 360 camera. You’re not limited to 360 cameras that are directly supported We just support anything that outputs equirectangular panoramas Obviously, you can also use a DSLR, if you’ve got a pano bracket and you can stitch your panoramas externally. Long term, we plan to incorporate stitching as part of the process. But for now, there are lots of good tools out there to do that. So we encourage you to do that, with something like PTGui But basically, you’re free to use the equipment you’ve got There are some cameras that are at the lower end of the price range that do more distortion and warping when they’re stitching the panoramas together. And that can mean that you have a little bit less accuracy in the reconstruction. It’ll never stop you from being able to build your tour, but you may need to sort of relax your expectations in terms of precision, in terms of aligning panoramas, for some of those cheaper cameras In terms of how many panoramas you need to shoot, we don’t have any requirements in terms of shooting every few feet or whatever You choose the number of panoramas you want to shoot, based on the navigation that you want your tour to have. Minimum, you probably need to shoot kind of one panorama per room. And generally that will be a sort of line of sight from outside the room. So you could have a shooting pattern something like this. If you want to do a bit more navigation, you might have a single panorama inside the room as well. If you’ve got line of sight, you can even kind of link straight into the center of the room And if you’ve got larger spaces, or you want to have more navigation within the room, you can shoot more panoramas. So it’s really up to you, and you can control what kind of navigation you’ll have between the panoramas

So basically, line of sight between panoramas. Rarely need to be closer than 5m unless you want to, sort of, obstruct for navigation purposes. And really it’s just a minimum of 1 panorama per enclosed space That’s kind of the limits there Ok, so Yeah let’s just step in, sort of look for a second at the high level for the tour creation workflow. So what we’re really talking about is a set of fairly linear steps. You can upload panoramas Create rooms from the panoramas you’ve uploaded So you groups your panoramas into rooms and do the reconstruction. You assemble the rooms into a tour. And then you finalize the tour UI that you want to present to your downstream customers, and then you share with your clients. Obviously, if you don’t want to bother with all that bit in the middle, then you can submit the job to Metareal, and our production team will do it for you That’s maybe something that’s interesting as you’re getting started, and give you time to learn the tools and get up to speed yourself. Things are pretty quick once you know what you’re doing So moving now to the Room Editor. I’m gonna actually go and we’re gonna select, we’ve selected our panoramas here. We’ve got 6 panoramas We’re gonna hit New Room And once you’re in the Room Editor, there’s a fairly specific sort of workflow that we recommend. Right now, I’ve got my panoramas loaded into my room, my new room on this side. Deleting “New Room” here we’re actually gonna call it “Salon webinar” so we recognize it from the one we did before. And there’s 6 panoramas. In fact, there’s one panorama here which is slightly outside the room space, but I’ll explain the reason for why later So in the Room Editor, there’s a fairly specific workflow. We’ve got to choose a reference panorama, first of all. We want to align it with the World Grid, because the Metareal construction and snapping tools get much faster and easier to use when the reference panorama is aligned with the World Grid. We’re gonna level the reference pano. We’re gonna draw the floor outline. And maybe some volumes to help with snapping. We’re going to level the remaining panos in the room And then, we’re gonna snap the panos to the floor outline So let’s get into that. So right now, I’m looking to decide which is my best pano for for my reference pano. And I think I’m gonna use this guy It’s pretty close to the center of the room. Now it’s an interesting room because you can see it’s a double height room, lots of the floor corners are occluded, there’s a staircase. It’s pretty complicated So this is probably a half to 2/3 of the time [spent] reconstructing this tour. The rest of the other rooms are simply one or two panoramas I think the kitchen is maybe three. So they go very quickly indeed. It’s pretty much a function of the number of panoramas in the room. So I’m gonna pop over here and hit “Make Reference”. And now I’ve got a little R here that tells you it’s my reference panorama And the first thing I want to do is align it to the World Grid. So I’m gonna press G or in fact I can go to here, and switch on the Grid And I can see in face the panorama’s fairly well aligned. But I’m actually gonna go ahead and take this red line. And very carefully align it to this wall. I’m hoping the building was actually built square. If not, things get a little bit more complicated to reconstruct, cause we can’t use the snapping. And now, I’ve aligned that to the World Grid. I can hit G to get rid of that, I don’t need it anymore And the next thing I wanna do is make sure my panorama’s level. If I go to the Leveling View, we can see that, although we did our best when we shot it, the panorama isn’t quite level. You see that it’s not quite lined up So what we’re gonna do is we’re gonna pop in here And assuming the building, it’s a new building, so things should be fairly straight. We can line that up there We should get back to Panorama View to do this. Generally with Level Lines, we tend to use windows and doors. They tend to be straighter than plaster corners I don’t know if it’s something with plasters not using plumb lines or whatever but, generally, seems to be better to use things other than plaster corners to do leveling. So now, if we go to the Leveling View, and we sort of quickly zip around, you can see that all the verticals that we can see are lining up nicely. So that means we’re pretty good. I’m gonna go to the Plan View now and we can see that there’s no, I mean it looks flat. It looks level. Nothing’s fading off to the distance. So now we can get to our Draw tool, second tool down here. And we can start to draw the room outline. Now the first thing to mention here is that we’ve got two protractors. Which can be shown and snapped. And actually if I

use the 1 and 2 keys, I can switch them on and off, without having to use, don’t have to click on the menu. So now I’m gonna actually go here Start here. I’m gonna pick 1 to snap on the protractor. Now I can see that my line is snapping to the 15 degree point Over here I can’t see my corner. However I can see the wall. So you can see over there up to the ceiling. So what I’m gonna do is plot this point in and then pull it back to the wall corner. And now I can kind of see thanks to the crosshair, I can see this point. And we know we need to be somewhere over here. So I’m just gonna pull that out Go back to the Panorama View. First thing I’m gonna do is lift my ceiling up to the ceiling height. So that’s about there. Looks about right. And then, oh look at that we’ve got it bang on. Now I’m just gonna nudge it a little bit into the corner there. And now I’ve got this other corner which I can’t really see. It’s somewhere there. I think it’s probably this point up here What I can do is switch on both of my protractor snaps. And just push that point into there. Don’t need to know where it is, I know it’s square So now I’ve got this corner lined here. And in fact that lines up nicely with this wall. We’re gonna cut a hole here for the upstairs staircase And we can see that we’ve got a nice square space for our room So that’s the sort of basic reference model I’ve built Now in order to snap the other panoramas into the space correctly, I need, probably need a little bit more, I could go ahead and do it now But if I add a little bit more to the room, it’ll make it easier to work out where I am when I’m snapping. So one of the things I’m gonna do right away is to… protractor… is add in some windows Now for the moment, these don’t do a lot. What they do do is they’ll show up, they’ll make sure these show up on the floorplan as windows. Eventually we want to do something, something fancy with environments and glass, but that’s for a future version So for now, basically, it’s really just making sure the floorplan shows windows correctly. But it also is quite helpful, because it allows me to really see what the orientation of my room is in the wireframe, as well as the geometry The other thing I’m gonna do probably is add in this futon thing here. I’m gonna snap on the Snap tool there. And when I’m drawing these kind of volumes I’m always drawing on the surface. And you can see the current surface highlighted Actually, I wanna be sure that I don’t lose connection with the surface. I’m gonna be careful not to move the bottom of the volume Because in that case, we don’t know where my volume is anymore. Cause we’re currently in the position where we’re adding 3D information to a 2D thing. And we have to be a little bit careful to, sort of work from the 3D planes we know. Which is one of the reasons why leveling is so important. We know where our floor is, and where our wall plans are. But everything else is just imagery projected into the space, and in order to reconstruct it accurately, we have to work off the surfaces that we know. For example here, I can click in here and pull this out. And then it works fine with this front corner first. So once I’ve got that right then I can kind of push back and find the back corner Over here we’ve got a bunch of holes that we’re gonna cut through to other rooms. And we do those using the Door tool. In fact the other rooms are already built in this tour So I can actually just go ahead and choose the pre-existing doors that belong to the other rooms and place them. So I’m gonna go here, and we’ve got Entrance Hall, Salon 1 Well I should have named it but, it’s good cause it’s got a nice shape So I can work out where it goes. Well that’s short, but I can fit it there And… Entrance hall, so the other one must be Salon 5 Nice And then, this actual section is part of the Kitchen. I know that cause I just built it earlier. So, gonna go to the Kitchen, and this is Kitchen to Salon. And we’re gonna place that in… Not sure the floor line is good Now, it’s a little long because in fact, in the other room, it meets up with the beam, but because we’re actually meeting with this wall, we’re gonna show up red Doesn’t matter. It’ll still fit together perfectly when we assemble the tour Oh and up here, there’s another one. So that is Upstairs Salon, view downstairs And that guy, just gonna zoom in a bit And we can pop it in

between the curtains just there. Looks about right So that’s a good start. Probably good idea to, be easier if I actually Oh which one is this… No that’s the back one Pull this this way a little. Which means that we should up this a little bit. There we go. I’m actually gonna use the same size piece, cause we can kinda guesstimate that they’re probably the same height. So I just use Ctrl + C, and Ctrl + V to copy the volume. And now I’m pushing it, oops. Sometimes the handles get confused about which axis to use. In that case, just move the camera a bit, and it’ll get it right. So now I’ve copied and pasted that again And I’m just gonna pull that out just there, super quick Here we’re gonna add a bit of volume information for this. And mostly the reason I’m doing this is to help with snapping later. I mean, it will also improve the quality of the movement when I move… Alright, let’s get fancy Gonna pull this out. And then, we’ve got wedges now, so I can go here and lose the edge. And I can probably put a cushion on there as well. Like that And pull it that way Just pull that up Something like that Well that’s really probably overkill. I’m just mocking it up now Over here, same kind of deal. I just want to pull up that arm In fact, it’s really not always worth doing this kind of detail. And it’s a question of how much time you have Certainly, you can make a workable tour without it But it can improve the quality of things And we have got quite a few panoramas in this room, so there is a fair bit of movement going to happen. So Could make a difference. Back there we’re not gonna see much of that so I’m just gonna, oops Copy that guy, pushing all the way down, pull him out. And just lift it up, so we’ve got the top line. So that’s gonna help us with aligning the other panoramas So for now, or one other thing I want to do, cause I’ve got a panorama behind this, I’m gonna pull this volume out So again, quickly mark that Let’s lift it up. We can see the black actually comes over the edge there, so I’m not lining up perfectly with that, and I want to be just short of the black there. Pull that back to here. And lift it up So now we’ve got this guy. And then finally, I’ve got this spectacular chimney. Can’t reach the top of that So what I’m actually gonna do is, it’s a bit of a guesstimate, I’m gonna draw it down from the ceiling. So, we’re gonna pull that cylinder, something like that. Oh that’s a bit big that one A little bit big. So I’ll pull him like that. Try to get him roughly centered And then, we’re almost certainly gonna have to move it a bit later, but now I can bring it out to the center So that’s the basics of this room. The next step would be to go through all the other panos quickly. I’m gonna hide the visual guides, cause I don’t need them. And I’m gonna level them. So just gonna, cause I do need them all to be leveled. It is possible, there is an alternative worklow where you level using the snapping tool, but we find this is a much faster approach So this is what we recommend. So I’m gonna make two You usually only need two minimum, but I prefer to use three level lines just to make sure Very quick. Over there Another one here. And one more in here Next one. Now there is an automatic leveling option. And we could try to use it, however we’ve got a lot of outside stuff. It does tend to

work when you’ve got noise free images, with not too much detail When you have this kind of detail through the windows here, it tends to get confused. So it’s why I’m not using it at the moment But if you’re in a hurry, it’s worth trying with that first. Cause it does save a few minutes When it works But it is always a good idea to verify if things are actually level, rather than just assuming it’s doing its job because there are often false positives in the level detection So here I am, we have no choice, I’m gonna use the plaster. And it didn’t turn about. So I think we’ve got a good level there Now we’re at the top of the stairs And… there’s that There’s that And what else. We’ll do this one I like this nice one, it’s good Generally speaking, longer is better. It does affect the math, precision– it does help with precision in terms of the actual leveling. Ok so, I’m in here Just switch on my visual guides. And get rid of grid. We can now see our geometry, versus our actual panorama And we’re gonna go to our third tool here, the Snap tool. And we’re gonna position it where it should be, by dragging the geometry to the place in the room that I think it should be Just somewhere about there. And you can see we did a fairly good first try We come up here now You can kind of start to see how the geometry helps me snapping my stuff together. So this guy’s clearly not far enough over. So I’m gonna just nudge him like this bit And this is kind of an iterative process We are actually working on an interactive alignment tool, which will allow you to kind of drag, and see what’s happening, rather than having to click and snap, click and snap So that will help make that much easier. So I think we’re pretty good for that. Gonna go to the next one Again, pick the snap points Kind of guesstimate where it should be for the first point And he’s on the snow, but he’s there, yeah pop him over here somewhere And pretty good, again. I’m using all these different references to kind of work out whether I’ve got my points in the right place And you can see how the 3D volumes really help with the location and make it much faster. Assuming of course that your 3D volumes and your room shape is actually [level] Oh come on. Here we go. Actually, I think this Let’s come over this way a bit That needs to go back here. A little more And those are pretty good Not bad there. That’s a little bit maybe, there Fitting quite nice. Everything’s looking pretty good. And so as we start to do this, we can actually start to move around in the room, and we can see that things are starting to work. So Time to do the other ones I got lost This guy down in the bottom here And Oops, don’t do that Bring it over here somewhere Once again, he’s not in the corner enough Push it right into the corner Not bad Still a bit further Looks really good. I actually may go for a really

Yeah this one, a little further So looking at these corners here, I’m done with that. It’s good Looks pretty good there. 2 more to go. Ok so this is interesting In this one we’re halfway up the stairs, so we’re gonna have to do quite a lot of work with the height. In order to make that work, I’m actually gonna go back to here, on the reference panorama. And I always try and draw, as much as possible, the geometry with the ref pano Ohh we have a bug. Just step back, yeah there we go Had to hit an undo just now. I’ve upset something. Carry on Alright. In those kinds of situations, it’s just best to hit undo. So now we’re back with our ref pano not messed up. Now, what I’m gonna do is draw this volume here As I said, I try to draw the volumes mostly on the ref pano. And that means, if any of the other panoramas aren’t lined up perfectly, we don’t inherit that kind of error. And then so now we’ve got that platform there. I’m actually gonna pull this down Doing a staircase is tricky as well Probably should have been the other axis, but nevermind. Work through there And now we kind of got our staircase, it’s a little bit, snap shouldn’t be on, it’s not quite, the angle is not quite 15 degrees. So there we go So now I can pop back to my staircase one And do the same as I’ve done before. But now I’ve got a new volume reference, which will make it easier to position everything where it should be. We can see, we go to Plan View, we can see that we’re pretty much, pretty much in the right place already Pretty good. So there we go. And now we’ve got our panorama up there at the top of the stairs So next thing would be to chuck in a volume on top of the stairs here. So I’m drawing on this wall. Snap on Right down to the corner of the room there. I’m just gonna pull that out Can’t quite see where that goes to. But I think that’s close enough Then gonna pull this guy out here a little further. And snap off, drag him down And we’ve got a little, little piece there So that’s good. So now, I’m gonna go back up here And do my last panorama at the top of the stairs there Again, just look around for my sofa in wireframe Click that snap point And as you can see, you and I can’t directly see the point thanks to, so I can’t see that, but it’s probably out there, thanks to the geometry and the volumes, I can pretty easily work out where things need to go. So just gonna pop him in there Pop him in there Looks pretty good. And actually in our Panorama View we can just look at this And in fact we’re dead on with the chimney as well. So I’m happy with that. So what remains is to do these banisters So we’ve got to make use of the nice tool for, just gonna bring that up to about there Make a little plane. Lift it up to where this meets. So I’ve got a, little bit thick maybe Something like that. Copy it Let’s get it up to there. And then, we’re gonna use this nice “Select edge to Remove”

tool. Which tool, oops, gotta select that guy Moving oops, trying to zoom in a bit Select edge to remove. Now we’ve got a super… And then what I can do is I can select both of these using Shift + Select. Ctrl+C, Ctrl+V, and then I can just move it up. Get the second piece of the banister there That’s pretty much all I need for that. We can see that that’s actually working pretty well And we’ll probably do the same thing up here. I’m actually gonna go up the top This is all in place. And in fact no, you know what I can do it from down here, cause I need to see the floor Gonna select this guy Drag this over a little bit. Ok it’s pretty much there Lift him up. That actually looks far enough That’s good Something like that. And then, what we can do, is just Ctrl C, Ctrl V. Pull him forward so that here we’re lining up with that bit there. Yeah, pull him down a bit Down a bit Then do the same thing we did before. Move it down a bit And then, oops missed it. What happened there? So, although you probably won’t notice this, I’m gonna retile it for a minute. So there we’ve got our banisters And then at the top here, we need, we’ve got a couple of doors to add to cut it through to the rest of the tour. Here, Bedroom 1 These are all the doors. Where is, yup Bedroom 1, Bedroom to stairs. Here we go, that’s it Let’s pull that out This guy should be Stairs Something over Stairs Stairs 9… Stair, salon upstairs, it’s that one Bathroom, bedroom, choose that stairs 9. That’s the one? Yep looks like it’s the one And we’re just gonna line that up Need to make a little adjustment to make sure. When it’s red it means that you’re crossing a boundary, and that means that it won’t be actually used in a tour. You need to make sure doors are green. I think everything’s ok So there’s our room. And if we switch off everything. Which kinda…. Oh we should do bubbles We can now move around it And see kind of what we’ve got So that’s neat. That’s pretty much it for the Room Editor. One thing to mention while we’re doing this is that the Lens Height parameter here, which is under the Select Panorama tool, is what we use to triangulate all the dimensions So if you want dimensions to appear correctly in the floorplan, or you want the VR view scale to appear correct, this objective scale is very, you need to have the lens height set up correctly. You can actually go set that in the Default Settings. Where you can also choose metric or imperial. Set the lens height. Which will be the default lens height for all new rooms when they’re created But you can also modify it per room, if necessary So that’s our room. What we’re gonna do now is we’re gonna go back and open the Tour Editor Over here we can see all the rooms that we’ve built, down here in the stack on the left. And so I’m gonna start assembling my tour. I’m gonna start by dragging in the Entrance Hall into the Plan view And we can see here, we’ve got basically three views in the Tour Editor There’s a Plan view, there’s a Model view. We can see our Entrance Hall And there’s the Preview, which is actually where we see what the actual tour UI will look like in the published tours So this is the actual published tour UI, and here we’ve got the setting controls for setting that up Gonna go back to the Plan view. Right now it says “No floor assignment”. I’m actually just bringing in models into the tour, without having a floor assigned to them We’re gonna go to Dining Room I think next. And you notice they automatically snap together. This is because they share,

when I created them I made sure the doors were shared. Which means [adjacent] spaces so they automatically snap into place when I drag them into the Plan view. So the final thing, there’s the original Salon but we’re gonna take Salon Webinar, the one we made. Bring that in And we should see it snap into place. Sometimes you can make a little nudge oops. There’s a door, that’s the upstairs door. It’s ok So one thing about, so all of these are ground floor elements. I’m actually gonna go in here, and create a new floor Now floors in the Tour Editor are really just a conceptual grouping. They don’t have anything to do with height necessarily You may have a floor of the house that exists on several levels and want to be able to do that So if I go back to “No floor assignment”, I can now select these other floors and just– other rooms and just add them to that floor. It would be helpful to have multi-select. And we’ll do that eventually. So now I’ve got my ground floor, and my rooms in the ground floor. Missing I think just the Downstairs Washroom. So that’s that The next thing I want to do is add the 2nd floor Cause right now everything is on the Ground Floor. Actually we’ve got a room that’s not baked yet, so I’m actually gonna see the flashing icon there, it’s actually hidden under the my webinar UI so I can’t see it. So with that we can now see we’ve got our 3D model with the 3D model we just built And we’ve got some doors up the top here And what we want to be able to do is add our new rooms at the top So if we go back to the Plan view, what we can do is, for the Salon Webinar, we’ll go and create a First Floor And now we’ve got two controls. Ground floor and First floor, and they’ll correspond to floor controls in published tour So now if I select First floor, Salon Webinar is still visible. What I can actually do is start adding rooms. And they’ll be added to this current floor. And you can see they snap into place because they share doors with the other rooms. Looks about right So now, I’ve got my tour with my two floors. If I go in my Model view, we can see that we’ve got our entire building interior. Now the next thing to look at is the navigation map. So I’ve switched on navigation map, and we can see that in the Plan view, or in the Model view. It’s quite helpful to see it in the Model view because you really see which panoramas are connected to which other panoramas Now by default we make sure that any panorama is connected to any panorama it can see, so we don’t have connections going through walls. However, it does tend to make connections sometimes that are not, navigations that aren’t going to be comfortable for people. So what we can do is we can actually select this navigations in these panoramas, and just remove the ones that don’t make sense Like we don’t want to fly through the wall there even though there’s a hole Probably, all these are probably fine. Although no that might not be good. If I need to focus on a given room I can actually click on that room. We don’t want to be flying through the table here We want to be going round the table. So we can click Disconnect for all these transitions that go through, all these navigations that go through furniture And just leave the ones that correspond to routes people could actually walk if they’re in the space Think this one ought to be connected to that one there. So I’m gonna add a new one there. I’m gonna get rid of this one So I think that looks pretty good. Now what we can do is go into our Preview, and just navigate around, see what we’ve got Furniture’s pretty good there. Oops We’re missing a door here. What did I do… Oh I forgot to put that door inside here So actually, going over here there is actually one opening in this other side that we have to put into place It is Dining Room to Salon It’s a big guy and it’s this whole end piece here down this room. So I’m gonna just pop it in place So I need to cut that end of that room out so, right Our tour And now it’s working So that’s why that panorama wasn’t connected. So I forgot to do that. So there you can

see we’re now pretty good. I’m gonna set a tour starting point So probably not going crazy, but something like this so we can kind of see it. So we can do that by say setting tour starting point. And that actually generates the thumbnail that’ll be used with the tour We can choose whether we want to start in Tour view or in Model view. Some folks like Model view. And then we can choose which menu components, and what states we want. So we can now, “Show buttons by default”, we’ll have this open when the tour starts. You can choose whether or not the floorplan or our model’s included Rooms chooser. We can choose whether it’s gonna be used, whether it’s gonna have names, or in fact whether we’re gonna show it by default. Takes up quite a lot of screen space. So if your primary target is mobile, you can switch that off by default Then you can choose to have a title and location. I might have it added in the text But Something like that And then we could put the address Lalala. We’ve also got some control for the field of view limit cause without them you can kind of go crazy, and maybe you don’t want the users to go do that. You can add a logo, which if you add it here, will appear at the top right of the screen of the player. You can add a custom thumbnail. So although we’ve generated a thumbnail using the starting point, if you add a custom thumbnail, for example it could be a exterior view of the building, you can add that instead. And you can also add your nadir logo, if you want that placed over the nadir. That’s controlled by the size setting of the nadir here So that’s pretty much it for those two I’m actually going to, so we’re gonna close Room Editor Pop back to the Project Dashboard And now we can publish it. Now I’ve already got a published version here When I hit Publish, what’s gonna happen is it’s gonna generate a new Published version So in this way you can actually have various different versions of your tours Maybe with different navigation, different starting points, these kinds of things Or maybe you’ve got one that’s for mobile, one that you want to change something for a different experience. This kind of thing And you’re able to do that all in the same tour You don’t have to copy the whole tour. However, if you’ve got downstream integrations, for example, there’s a listing service or something that’s linked into the tour, you want to be able to update the tour without changing the URL. And that’s what this button is for. So here, you can actually republish to an existing URL So you’re able to push new content to the tour or updates or fixes, without breaking the downstream integrations The other option you have is you can take your tour offline without deleting it. So we’ve got a published version, you can take it offline. I don’t know maybe the customer didn’t pay or something. So you can actually hide it for a while and then bring it back whenever you like. There’s also a third option here, which is the embed option. So there’s an embed code if you want to embed it in another page. You’ve got a preview of it here and this is actually one we just published. So this is the room we just built *chimes* And that shows you what’s happening there So that’s about it for those two pieces Just gonna pop back. Did we cover everything? We did With regard to publishing, basically the same tour works in terms of, in a web browser viewing as opposed to in-web VR viewing. So if you’ve got any WebVR browser: Oculus Go, Oculus Rift, Google Cardboard, whatever, you can actually open the tour, and it’ll just, there’s an option to switch the view to VR mode. And I think that pretty much covered everything That’s pretty much it. Are there any questions? Before I close up Go ahead and pop them into chat if you do What does the export button do? Alright good question. So export, basically depending on your subscription plan, subscription level, you’ve got various options. You can export the floorplan as a 2D DXF You can create 3D models, FBX, OBJ files for the 3D model You can also, there’s some options which are

more administration only. We have the ability, for example, for debugging purposes to package a project then That’s kind of an internal tool. You can also export your panoramas So if you’ve uploaded panoramas, and they’re stored in the system and want to get them back for whatever reason, you can export panorama archive Exactly which options you have depends on your subscription level So that’s pretty much it One other thing I guess I can show you is here, is a PDF. This is a sample floorplan. It’s in French but when you order a high quality floorplan, it’ll come as a PDF. These are actually vector PDF so you can, using any kind of PDF editing, vector editing tool, whatever. You can extract this and blow it up to whatever size you like But this is the kind of thing that the floorplans look like. And they’ll come back obviously in your language of choice And that’s what you get when you order this guy here. Alrighty So I think that’s pretty much it for the tutorial If you have any questions, or if there’s any follow up, let’s see if there’s any other ones, I’m looking in here. Oh, Jim Ok, got it Jim. Ok. Let’s take a look at that. I can show you an example Here is the Hotel de Calvet Which is a 17th century hotel in Montreal. As you can see, the rooms are really not, like the Dining Room is not even close to square It makes it a little more tricky to build, but essentially it still works So here, I’ve got the space. It’s a rather beautiful dining room And you can still build it, you just have to do a bit more work, making sure things are lining up, and you can’t rely, cause you can see this wall here is definitely not a straight wall But it’s totally still, totally possible to build things. You just have to do a little bit more work Hopefully that answers your question. Mahyar, I hope I’m getting your name right Can we order our tour to go offline? Yeah well so, simply, if you want to sort of restrict the tour from being, a given published version of a tour from being accessible online, you can just switch it offline like that. Future work for us is to allow you to control access to specific customers via password. We haven’t done that yet, that’s something that we’re working on for the future Oh to download it, unfortunately at the moment our tours are, because of the way the tours work, they’re actually streamed interactively. So when I open a tour like this, oops Guess that one’s not there anymore. This is quite an old project Ok well If I’m dealing with a project that’s actually published, when we go to, when we look at a tour, there are… You know I’ll open one of these gallery ones up cause I know they’re all there. They’re actually being streamed dynamically. So it’s not a file so much as a collection of data that streams as you move around. So as you move the tour gets streamed dynamically. And this means that, no matter how big your tour is, we can always open the tour very quickly But it does mean that there’s a fairly sophisticated, kind of dynamic, infrastructure that’s gathering up the tiles. We don’t send you whole panoramas when you’re moving around. We just stream the tiles that you’re looking at, and then add the other ones as you move around. And things like that. So it’s quite interactive, and there’s this kind of stream– We do envisage eventually addressing that somehow. At least letting you store the content, like for the tour in your own storage. But the tour engine, the player, will probably always be hosted on our servers However, you can export 3D models, if you have the appropriate subscription plan. So there’s a way to get, you know get some 3D data. And maybe you can use it in another platform I hope that answers your question. So we’ve got a couple of minutes left. If there are, are there any other questions before I wind up As I say, the video of this, we’ve been recording it, we will make it available

to you guys, probably be on Youtube afterwards. Can you export to Unity, from Thomas. Oh sorry I missed that. Well so Unity supports FBX files. So you can in theory export to FBX, and you can load that up in Unity However, what we export is really, at the moment it’s the model, the 3D model. So it’s a fairly basic model with fairly basic texturing. We are doing a lot of work to improve this over time. And we expect that it’ll become, you know, the plan is for it to become much much higher quality soon. But yeah already, I mean you could already take this to Unity and it’s probably, sort of minimally useful. For the moment what it’s really aimed at is making sure that the navigation experience, the movement is 3D and proportional when you move between panoramas Overtime, what we plan to do is make it so that it’s a high quality model and high quality texturing that you can export for integration in whatever other package. Unity, Revit, architectural packages, whatever you like Ok, did I miss any other questions? Doesn’t look like it Yep. One minute left. So I think I’ll move ahead to wind up So first of all, thanks so much for your time. And for choosing to spend an hour with us. I hope it was useful We’ve, it’s kind of trying to be a quick overview. There’s obviously a bunch of things I haven’t been able to cover. I did manage to talk a little bit about staircases. Which I’m really happy about. It’s probably the most challenging thing to build in Stage Eventually we hope to have a kind of dedicated staircase tool, but for now that’s kind of where we’re at. So with that. Well I’ll just quickly reprise what we’ve covered So we did a quick interface overview. We covered the photography guidelines I went through, quickly, the tour editing workflow. We did a deep dive in the Room Editor, the Tour Editor, and how you work with those tools. And we looked at publishing So thanks so much for your time, I hope you actually spend and have some success building tours with Metareal. If you need any help we’re always online. You can just use the little chat box. And there’s almost always somebody there Ysabel’s based on the other side of the world from us, so there’s always, pretty much always somebody up And so I think that’s it for us. Thank you very much indeed, and like I say, we’ll let you know when this is posted online Alright, have a great day. Cheers