Tech Tip: Quick CAD Workflow for Vizard using PIXYZ

October 11, 2021

Sado Rabaudi

This is a general tutorial on how to use the program “PIXYZ” to bring CAD models into Vizard. This tutorial is using a quick and general method, but there are lots more options available for optimizing your model in PIXYZ than this tutorial provides. 

Quick Step by Step: 

Open PIXYZ Studio and choose “Wizard” to import the selected model piece

Toggle on “Right Handed” and “Y-up”. Keep other options at default (repair mesh checked) and click “Execute” 

Click on Processes- Run Generic Process with default settings and click “Execute”. This will optimize the model for playback using the default method. 

To see the full list of optimizations performed with the generic process, see the output window on the bottom left

Optionally, you can run individual optimization procedures on the “Optimize Mesh” menu

If there are pieces of the model you don’t need, you can open the scene tree on the left and select and delete occurrences that are not required. 

You can also use these commands to remove leftover occurrences, materials, textures, and lines:

• Scene > Delete Empty Occurrences

• Mesh > Delete Lines

Use the material editor to create, apply and edit textures if needed

When finished Choose- Export and export as .glb

If your model is very large with a lot of pieces you may need to repeat this process for each individual model. For ease of use, designate a folder to save the exported pieces in one place. 

Launch Vizard Inspector by going to Tools- Inspector in the Vizard interface. Open the exported file to check the scale, position and lighting (and adjust if necessary). Note: Right click on the “Scene” node and select Insert Below - Transform, if you need to move and scale the entire model.  

Save this model into the folder with your Vizard script when you are done editing

Edit or create a new Vizard script and change the name of the model to the one you just created

Sample code to grab pieces of the model and place it in a scene (note you will also need to add a grabber tool in your vizconnect file and map it to an input, such as the Vive Controller trigger): 

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