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Editor (Beta)

The Editor turns imported geometry into an asset that moves. A STEP or JT file arrives as a silent tree of CAD parts; the editor gives that tree axes, drives, materials and signals, and saves the result as a GLB that any realvirtual WEB scene — and the Layout Planner — can reuse.

Unlike the other workspaces, the editor works on one asset document at a time rather than on the whole scene. Every change is recorded as an undoable step, so authoring is a matter of trying something and looking at it, not of getting it right the first time.

A Festo station open in the editor: asset tree on the left, tools beside the view, Quick Edit on the right

The import dialog with its six sources; local files stay in the browser

Six sources sit behind one dialog: GLB, STEP, JT, USD, the Asset Manager and Onshape. Local files are read in the browser — nothing is uploaded. Assemblies too large for a browser tab are converted by realvirtual CONNECT on the same machine instead.

The document header shows what you are editing, whether it has unsaved changes, and the undo, redo and Save controls:

The asset header: name, unsaved marker, undo and redo, save

Quick Edit: kinematics, transform, create, components, drive behaviours, signals and logic steps

Everything you do to a selection happens here, and the panel is deliberately honest about it: every tool stays listed and greys out until it applies to what you have selected, so the set of available operations is always visible rather than appearing and disappearing.

GroupWhat it does
KinematicsThe axes of this asset, each with the number of parts assigned. Add Kinematic creates one from the current selection; Auto Assign proposes an assignment for the whole tree
TransformZero position, to ground, pivot to bottom, pivot to object, align Y up, and rotation around X, Y or Z
CreateEmpty child, empty at root, group into empty — the structure a raw CAD tree usually lacks
ComponentsDrive, Kinematic, Transport Surface, Sensor, Source, Sink, Grip
Drive BehaviorsSimple, Cylinder, Destination Motor, Gear, Follow Position, Speed, Position Switch, Erratic Position
SignalsBool, Int and Float in both directions, plus conversions between them
Logic StepsSequences that drive the asset without a controller

In the example above, the imported Festo station already carries five axes — AxisLeft_Y, AxisLeft_Z, AxisRight_Y, AxisRight_Z and Feeder_X.

  • Import — STEP, JT, USD and GLB, or geometry from Onshape.
  • Structure — browse and rename the node tree, select identical parts in one step, isolate and hide what is in the way.
  • Kinematics — group parts into an axis, add its drive, and place the rotation point. Rotary axes are defined in degrees, linear axes in millimetres.
  • Verification — drive an axis through its range and watch it move before saving. A wrong axis direction shows up as parts sliding instead of turning; a wrong pivot as an orbit instead of a spin.
  • Materials — assign from an industrial preset library (steel, RAL paints, rubber, glass) or set physical properties directly.
  • Signals and logic — add PLC input and output signals to nodes and connect simple sequences, so the asset reacts to live data or to a standalone simulation.
  1. Switch the workspace to Editor.
  2. Import a CAD file, or open an existing asset from the library.
  3. Work out what the machine does — focus the camera on a part, select its identical copies, name what you see.
  4. Group the parts of one movement into a kinematic axis and give it a drive.
  5. Verify the axis by driving it through its range.
  6. Assign materials.
  7. Save. The asset lands in the library and can be placed, driven and connected like any other.

A saved asset is an ordinary GLB with realvirtual metadata — the same format the Unity exporter produces and the same one the viewer reads. That means an asset authored in the browser is not a second-class citizen: it can be placed in a layout, connected to live signals through CONNECT, published as a scene, or handed on as a file.