本田epc_让本田的设计师在1天之内创建漂亮的交互式演示文稿

本田epc

At the Honda Design Center in Japan, designers need to frequently showcase their vehicle concepts and designs to management to get the green light, but they needed a better way to express “Koto-zukuri” – one of the “Strengths of Honda” focused on creating new experiences and stories around products. Working in partnership with Unity’s professional services team, Honda took advantage of Unity’s extensibility and Unity Scripting API to create a custom, simplified version of the Unity Editor. As a result, designers at Honda who have never previously used the Editor are now empowered to create exceptional interactive presentations of their car designs in a single day.

在日本本田设计中心,设计师需要经常向管理层展示他们的车辆概念和设计,以便获得绿灯,但是他们需要一种更好的方式来表达“ Koto-zukuri”,这是专注于“本田优势”的一种围绕产品创建新的体验和故事。 本田与Unity的专业服务团队合作,利用Unity的可扩展性和Unity脚本API来创建定制的简化版本的Unity编辑器。 结果,本田以前从未使用过Editor的设计师现在可以在一天之内为其汽车设计创建出色的交互式演示。

Based in Wako-shi, Saitama-ken, Japan, the Honda Design Center focuses on developing new concepts and designs for future Honda vehicles and other projects like autonomous robots. The Center’s Automobile Design Division has always been on the cutting edge of utilizing new technologies to improve their design and engineering processes.

本田设计中心位于日本Sa玉县和光市,致力于为未来的本田汽车和其他项目(如自动机器人)开发新的概念和设计。 中心的汽车设计部门一直处在利用新技术改进设计和工程流程的最前沿。

Since 2019, Unity has worked with Honda to develop custom Unity Editor tools that enable its design team to easily create interactive presentations for their vehicle designs. Here are the results of this collaboration: 

自2019年以来,Unity与本田合作开发了自定义Unity Editor工具,使其设计团队能够轻松地为其车辆设计创建交互式演示文稿。 以下是此次合作的结果:

  • Accelerated innovation by providing a self-serve, easy-to-use, customizable tool for Honda’s designers to create interactive showcases of their vehicle designs  

    通过提供本田设计师的自助服务,易于使用,可自定义的工具来加速创新,以创建其车辆设计的交互式展示

  • Empowered designers to save significant time by creating presentations in 1 day rather than outsourcing work to vendors and waiting multiple weeks

    通过在一天之内创建演示文稿,而不是将工作外包给供应商并等待数周的时间,设计师可以节省大量时间

  • Enabled the team to better showcase the Honda strength of Koto-zukuri within each design

    使团队能够在每个设计中更好地展示本田实力的本田实力

演示地址

寻找解决设计可视化挑战的方法 (Seeking a solution to design visualization challenges)

A presentation at the Honda Design Center. Prior to using Unity, designers created simple real-time visualizations of stationary vehicles, like those shown here. (Image credit: Honda)

在本田设计中心的演讲。 在使用Unity之前,设计人员创建了固定车辆的简单实时可视化效果,如此处所示。 (图片来源: 本田 )

Honda’s automotive design team uses computer-aided design (CAD) software to bring their ideas to life. Creating vehicles with superior designs and styles is just one of the team’s responsibilities, however. 

本田的汽车设计团队使用计算机辅助设计(CAD)软件将他们的想法变为现实。 但是,创造出具有出色设计和风格的车辆只是车队的职责之一。

They also need to show how their designs adhere to Koto-zukuri – a Honda strength that means “creating new experiences through brand storytelling about the art of making things.” Every product they present needs to tell a story and show how it adds value to customers.  

他们还需要展示自己的设计如何遵循Koto-zukuri(本田汽车的实力),这意味着“通过关于制造艺术的品牌故事讲述来创造新的体验。” 他们展示的每个产品都需要讲述一个故事,并展示如何为客户增加价值。

Honda’s designers lacked a tool that would enable them to visualize, present, and review Koto-zukuri with management, so they outsourced this work. Vendors would work with Honda’s designers to create high-quality photos and videos of their designs, but this was not ideal for a couple reasons: 

本田的设计师缺乏使他们能够与管理层可视化,展示和审查Koto-zukuri的工具,因此他们将这项工作外包了。 供应商将与本田的设计师合作,为他们的设计制作高品质的照片和视频,但这并不理想,原因如下:

  • Lengthy production timelines – Designers need to iterate on and present ideas quickly, but vendors often require multiple weeks for production and cannot always make revisions in the requested time.

    较长的生产时间表 –设计师需要快速迭代并提出想法,但是供应商通常需要数周的生产时间,因此不能总是在要求的时间内进行修改。

  • Additional costs – Outsourcing these projects comes out of the team’s budget, and costs can add up through change orders as vehicle designs undergo rapid iterations at the last minute.

    额外成本 –这些项目的外包费用超出了团队的预算,而且随着车辆设计在最后一刻进行快速迭代,成本可能会通过变更单加起来。

“最佳可视化工具” (‘The best visualization tool’)

A presentation made with Unity featuring the Honda e Urban EV, Honda’s zero-emissions electric urban vehicle

由Unity进行的演示,介绍了本田的零排放电动城市车辆Honda e Urban EV

Honda turned to Unity to solve these problems in the early stages of design development. “We needed a solution that enabled us to visualize and assess our various ideas easily, in high quality, and at a fast pace,” said Sano Hideki, Automobile Design Division, Honda R&D Co., Ltd. Design Center. “Thanks to our collaboration with Unity, production time has condensed significantly, allowing us to dedicate more time toward ‘Koto-zukuri,’ which used to be difficult to do.” 

本田求助于Unity在设计开发的早期阶段解决这些问题。 本田研发有限公司设计中心汽车设计部Sano Hideki说:“我们需要一种解决方案,使我们能够轻松,高质量,快速地可视化和评估我们的各种想法。” “由于我们与Unity的合作,生产时间大大缩短了,这使我们可以将更多的时间用于过去很难做到的'Koto-zukuri'。”

Hideki shared how his team got an urgent request to create a presentation for a car model in development. With traditional production workflows, this would have been impossible to execute on a tight timeline. 

Hideki分享了他的团队如何紧急请求为正在开发的汽车模型创建演示文稿。 使用传统的生产工作流程,这不可能在一个紧迫的时间表上执行。

“Instead of three weeks or longer, we can now create these presentations in just one day,” said Hideki. “Compared to our previous process, it’s surprising how fast we are able to achieve these results with Unity. We believe Unity gives us the best visualization tool that can be extended and adapted to our needs in the future.”

Hideki说:“现在,我们不需要三周或更长时间,就可以在一天之内创建这些演示文稿。” “与我们之前的流程相比,令人惊讶的是我们能够以多么快的速度实现Unity的这些结果。 我们相信Unity为我们提供了最好的可视化工具,可以在将来扩展和适应我们的需求。”

In addition to the ease of creating these presentations, Unity also offers additional flexibility in how the presentations are consumed. Unity can be used to create realistic renders and videos, but designers can also run the Unity project as a runtime application on supported PCs. During review meetings, they can adjust the interactive experience in real-time, showcasing the vehicles in different scenes, weather conditions, time of day, and more.

除了易于创建这些演示文稿之外,Unity还为演示文稿的使用方式提供了更多的灵活性。 Unity可用于创建逼真的渲染和视频,但设计人员还可以在受支持的PC上将Unity项目作为运行时应用程序运行。 在审核会议期间,他们可以实时调整交互式体验,在不同的场景,天气条件,一天中的时间等情况下展示车辆。

探索本田的自定义编辑器 (Explore Honda’s custom Editor)

Honda extended the Unity Editor to meet the needs of its automotive designers with limited Unity expertise

本田扩展了Unity编辑器,以利用有限的Unity专业知识来满足其汽车设计师的需求

Unity’s extensibility allows teams to extend the Editor to their needs using C# and the Unity Scripting API. Let’s dive into the custom solution co-developed by Unity and Honda that allows even novice Unity users to create interactive design presentations in a single day.

Unity的可扩展性允许团队使用C#和Unity Scripting API将编辑器扩展到他们的需求。 让我们深入了解由Unity和Honda共同开发的自定义解决方案,该解决方案甚至使新手Unity用户都可以在一天内创建交互式设计演示。

不同技能水平的不同模式 (Different modes for different skill levels)

Due to the importance, it places on high-definition and photorealistic visual content, Honda was an early adopter of Unity’s High-Definition Render Pipeline (HDRP). Unlike Unity developers at Honda, however, Honda’s designers lacked the technical know-how to take advantage of HDRP, as well as other tools and components such as Cinemachine, Timeline, NavMesh, and more.

由于其重要性,本田将其置于高清和逼真的视觉内容上,因此本田是Unity高清晰度渲染管线 (HDRP)的早期采用者。 但是,与本田的Unity开发人员不同,本田的设计师缺乏利用HDRP以及其他工具和组件(例如Cinemachine,Timeline,NavMesh等)的技术知识。

Unity’s team in Japan worked closely with Honda to create a custom solution based on HDRP. The resulting project is accessed in the following ways:

Unity在日本的团队与本田紧密合作,创建了基于HDRP的定制解决方案。 通过以下方式访问生成的项目:

  • Simple Mode – This mode, shown below, makes extensive use of the Unity Scripting API, including custom inspectors and HideFlags, to present the users with a simple user interface for the Editor, hiding any components in the inspector or hierarchy that are not required. Options that are usually located in submenus or components are assembled into single custom components that simplify the user experience for Honda’s designers.

    简单模式 –该模式如下所示,充分利用了Unity Scripting API,包括自定义检查器和HideFlags ,为用户提供了用于编辑器的简单用户界面,隐藏了检查器或层次结构中不需要的任何组件。 通常位于子菜单或组件中的选件组装成单个自定义组件,从而简化了本田设计师的用户体验。

  • Advanced Mode – This is the standard out-of-the-box interface for the Editor. This mode is for Unity developers at Honda who can work with the designers to utilize new features not yet available in Simple Mode, such as real-time ray tracing or creating a VR experience. 

    高级模式 –这是编辑器的标准即用型界面。 该模式适用于本田的Unity开发人员,他们可以与设计人员一起利用简单模式中尚不可用的新功能,例如实时光线跟踪或创建VR体验。

Simple Mode activates a simplified UI for accessing custom components for Honda’s designers

简单模式激活简化的UI,以访问本田设计师的自定义组件

车辆系统 (Vehicle system)

Rigging lets Honda’s designers easily set up tire rotation for their vehicle, including forward, reverse, left, and right movements. This shows the Honda e Urban EV.

索具可让本田的设计师轻松设置其车辆的轮胎旋转角度,包括向前,向后,向左和向右运动。 这显示了本田e Urban EV。

As they design vehicles in Autodesk Alias AutoStudio and other programs, Honda’s designers can import these models into Unity as FBX files or as native CAD (converted with Pixyz Plugin). The vehicle components in Unity enable Honda’s designers to quickly rig a driveable vehicle and animate it (e.g., opening car doors). 

本田的设计师在Autodesk Alias AutoStudio和其他程序中设计车辆时,可以将这些模型作为FBX文件或本机CAD(通过Pixyz插件转换)导入Unity。 Unity中的车辆部件使本田的设计师能够快速安装可驾驶车辆并对其进行动画处理(例如,打开车门)。

The vehicle can follow predefined paths, drive automatically or be user-controlled. In the case of a user-controlled option, the new Unity Input System was used to allow the designers to easily configure the controls to their liking:

车辆可以遵循预定义的路径,自动驾驶或由用户控制。 在用户控制的选项中,新的Unity输入系统用于允许设计人员根据自己的喜好轻松配置控件:

public InputAction steeringInput;public InputAction acceleratorInput;public InputAction brakeInput;

public InputAction SteeringInput; public InputAction acceleratorInput; public InputAction刹车输入;

环境系统 (Environment system)

This component manages time, rain, lightning, fog, and other visual properties of the environment. 

该组件管理时间,雨水,闪电,雾气和其他环境的视觉属性。

演示地址

Globally switching the shaders to different states (e.g., raining, clear weather, lights on, lights off) was possible by using the Keyword feature in Shader Graph

通过使用Shader Graph中关键字功能,可以将着色器全局切换到不同的状态(例如,下雨,晴朗的天气,开灯,关灯)。

This made it possible to switch between the states for all shaders that used the  same keyword with a single function call, for example:

这样就可以在通过单个函数调用使用同一关键字的所有着色器的状态之间进行切换,例如:

if (lights) Shader.EnableKeyword(“_LIGHTS”); 

如果(点亮)Shader.EnableKeyword(“ _ LIGHTS”);

else Shader.DisableKeyword(“_LIGHTS”);

else Shader.DisableKeyword(“ _ LIGHTS”);

演示地址

It also includes a collection of more than 20 environment blocks that can be combined like Legos to create unique locations. Honda’s designers can create new environments directly in Unity using ProBuilder, or in other programs like Autodesk Maya. 

它还包括20多个环境块的集合,这些区域可以像Legos一样组合起来以创建唯一的位置。 本田的设计师可以使用ProBuilder或其他程序(例如Autodesk Maya)直接在Unity中创建新环境。

The blocks are then managed in the Unity Editor as prefabs. Cinemachine Paths for vehicle movement and NavMesh surfaces for AI human character movement are also added to allow the designers to create animations quickly and efficiently.

然后,将这些块作为预制件在Unity编辑器中进行管理。 还添加了用于汽车运动的Cinemachine Paths和用于AI人类角色运动的NavMesh表面,以允许设计人员快速有效地创建动画。

摄像系统 (Camera system)

Based on Cinemachine, the camera system allows users to easily create both linear and dynamic (including user-controlled) camera sequences.

摄像机系统基于Cinemachine,允许用户轻松创建线性和动态(包括用户控制的)摄像机序列。

Configuring camera settings is accomplished using simple sliders

使用简单的滑块即可配置摄像机设置

人类系统 (Human system)

演示地址

This component makes it easy to create animated, interactive human characters in presentations. Honda’s designers can quickly rig a human model based on Unity’s rich and sophisticated animation system (sometimes referred to as ‘Mecanim’). 

通过此组件,可以轻松地在演示文稿中创建动画的交互式人类角色。 本田的设计师可以基于Unity丰富而复杂的动画系统(有时称为“ Mecanim ”)快速建立人体模型。

Different movements can be assigned to the character; they can follow paths, walk automatically based on NavMesh components, or be user-controlled. In this example, Honda used stylized low poly human characters from Akishaqs on the Unity Asset Store.

可以为角色分配不同的动作。 他们可以遵循路径,基于NavMesh组件自动行走或由用户控制。 在此示例中,本田在Unity Asset Store上使用了来自Akishaqs的风格化的低多边形人类角色。

未来的计划 (Future plans)

The current version of these customized Unity Editor tools are focused on allowing Honda designers to quickly and efficiently create realistic and interactive design presentations. Moving forward, Honda also plans to create similar tools to allow their non-technical designers to utilize other powerful Unity features such as VR support, real-time ray tracing, material mixing, and real-time global illumination.

这些自定义的Unity编辑器工具的当前版本专注于允许本田设计师快速有效地创建逼真的交互式设计演示文稿。 展望未来,本田还计划创建类似的工具,以允许其非技术设计师使用其他强大的Unity功能,例如VR支持,实时光线跟踪,材质混合和实时全局照明。

-

Interested in extending the Editor like Honda? Learn more about the Unity Scripting API or contact our team of experts to create a custom project that meets your exact requirements.

有兴趣像Honda那样扩展Editor吗? 了解有关Unity脚本API的更多信息,或联系我们的专家团队创建一个满足您确切要求的自定义项目。

翻译自: https://blogs.unity3d.com/2020/08/20/empowering-hondas-designers-to-create-beautiful-interactive-presentations-in-1-day/

本田epc

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