Skip to content

Shoes & Bags AR Try-On — User Guide

This guide covers all tools available to clients and internal users managing 3D products on the WEARFITS platform at dev.wearfits.com. It covers asset upload and conversion, object administration, the general 3D editor, and the shoe and accessory try-on editors.


1. 3D Converter (/upload)

The 3D Converter is the primary entry point for digitizing physical products into web-ready 3D assets.

Supported File Formats

Format Notes
.glb Binary GLTF — preferred format
.gltf Text-based GLTF
.obj Wavefront OBJ
.stl Stereolithography mesh
.zip Archive containing OBJ + MTL + texture files

Batch processing is supported: multiple files or archives can be dropped simultaneously and will be processed in parallel.

Shoe Try-On Toggle

Enable the "Use as shoe for tryon" checkbox before uploading to automatically trigger the shoe alignment (autofit) pipeline during conversion. This eliminates a separate manual fitting step for footwear products.

Conversion Pipeline Stages

Stage Description
Preprocessing Validates meshes and textures
Building Generates optimized GLB and USDZ formats
Postprocessing Applies default scene properties and creates thumbnails
Uploading Finalizes assets in cloud storage

Controls

  • Abort — Permanently deletes the task and any partially processed data. Use with caution; this action cannot be undone.
  • Retry — Restarts the failed stage. This button is only shown when a stage has errored.

2. Object Administration (/object/:id)

The Object Admin page is the central management hub for a single 3D asset.

Key Actions

Action Description
Preview Interactively view the model in a 3D window
Edit Launches the General 3D Editor
Configure Try-on Launches the shoe or accessory try-on editor depending on asset type
Export Downloads the asset in GLTF format
Enhancement Requests manual 3D model optimization by the WEARFITS team
Delete Permanently removes the object from the library

Each object exposes several shareable links and codes for distribution and testing:

Link Type Purpose
Admin Link Private link for permanent access to this admin page
Public 3D Link Embeddable URL for placing the 3D viewer on external websites
Public AR/Tryon Links Direct links for testing the AR experience in a mobile browser
QR Codes Instant access to AR/Tryon experiences via smartphone cameras

3. General 3D Editor (/editor & /viewer)

The General 3D Editor provides deep asset customization through a tabbed interface. All changes are non-destructive until explicitly saved or exported.

Material Tab

Controls the visual surface properties of the selected mesh.

  • Attributes: Base color, emissive color, roughness, and metalness values.
  • Texture Maps: Assign and manage maps for the following channels:
Map Type Purpose
Color Diffuse/albedo surface color
Normal Surface detail and micro-geometry
Roughness Controls light scattering across the surface
Metalness Defines metallic vs. dielectric surface response
Emissive Self-illumination areas
AO (Ambient Occlusion) Pre-baked shadow detail in crevices
Alpha Transparency mask
Displacement Geometric offset for high-detail surfaces
  • Mapping Controls: Adjust texture offset, scale, and rotation.
  • Side Rendering: Choose Front, Back, or Double Sided rendering.
  • Presets: Load material settings from a built-in library (e.g., Fabric, Leather, Plastic).

Mesh Tab

Controls the geometry and transform of the selected object.

  • Transform: Edit Position, Rotation, and Scale across X, Y, and Z axes.
  • Simplification: Decimate geometry to reduce triangle count, improving mobile performance.
  • Replace Mesh: Swap the 3D geometry while preserving existing material definitions.
  • Metadata: View triangle count, dimensions (in cm), and file size.

Presets Tab

  • Save as Preset: Saves the current material configuration to the global shared library.
  • Material Sets: Manage multiple visual variants (colorways, materials) for the same object, enabling color/material switches without duplicating assets.

Scene Tab

  • Lighting Themes: Select from preconfigured lighting setups (e.g., Default, RL9).
  • IBL Environment Maps: Choose an Image Based Lighting environment for realistic reflections.
  • Postprocessing Effects:
Effect Description
Bloom Adds a glow to bright areas
Vignette Darkens screen edges for focus
Bokeh Simulates depth-of-field blur
  • Background: Change background color or toggle full transparency.

Camera Tab

  • Control Type: Switch between Orbit (standard turntable) and Mouse Position (parallax) modes.
  • Constraints: Set limits for zoom distance, vertical and horizontal rotation range, and panning boundaries.
  • FOV: Adjust the Field of View to control perspective distortion.

Tools Tab

Tool Description
Normal Fix Recomputes vertex/face normals to resolve lighting artifacts
UV Viewer Displays UV maps; supports Box projection unwrapping
Baking Computes Ambient Occlusion maps or bakes full scene lighting into textures
Export Exports the asset as ZIP, OBJ, DRC (Draco compressed), or GLTF

Warnings Tab

  • Issues List: Real-time list of detected problems, such as missing textures or excessive triangle counts.
  • Texture Filter: Identifies oversized textures and provides controls to downscale them for optimization.

AR Tab

Configures how the asset behaves when viewed through the AR experience.

  • Asset Type: Declare the object category — Shoe, Handbag, Accessory, or others — which determines which try-on pipeline is used.
  • Wall Placement: Toggle for items intended for vertical surfaces (e.g., wall art, mirrors).
  • Custom Banners: Configure pop-up overlays shown in AR, including:
  • Title
  • Descriptive text
  • Shop/product links

Fitting Room Tab (Garments Only)

Available only for garment-type assets.

  • Measurement Matrix: Detailed table mapping garment sizes to body measurements.
  • Avatar Setup: Configure gender toggle and height/chest limits for the virtual fit test.

Image Tab

  • Global Filters: Apply non-destructive color grading across the entire scene:
  • Brightness
  • Contrast
  • Saturation
  • White Balance

4. Tryon Editor: Shoes (/tryon/editor)

The Shoe Tryon Editor is used to align shoe models precisely to the virtual foot template so the try-on experience looks natural on a user's feet.

Feature Description
Auto Position Uses machine learning to find the optimal alignment automatically
Occluder Creation Generates a dynamic mask so the user's leg appears naturally behind the shoe collar
Mirroring Configure one shoe (e.g., left foot) and mirror the result to the opposite foot
Transparency Sliders Adjust the visibility of the template foot (anatomical reference) to verify fit inside the 3D shoe

Recommended workflow: Run Auto Position first, then use the transparency sliders to verify the fit, make manual adjustments with the transform tools if needed, and apply Mirroring last.


5. Tryon Editor: Accessories (/tryon/accessory-editor)

The Accessory Tryon Editor is used to position items such as handbags, backpacks, and wrist accessories relative to the user's body.

Feature Description
Object Pin Defines the attachment point on the 3D model (e.g., top of a bag strap)
User Pin Selects the body attachment target: Left Hand, Right Hand, or Auto Hands
Height Scaling Tests how the accessory scales proportionally across a user height range of 100 cm to 210 cm

Keyboard Shortcuts

The following shortcuts are available in both the General 3D Editor and the Tryon Editors.

Key Action
G Grab / Move. Follow with X, Y, or Z to constrain to an axis.
R Rotate. Follow with X, Y, or Z to constrain to an axis.
S Scale. Follow with X, Y, or Z to constrain to an axis.
7 Switch to Z-axis camera view
8 Switch to X-axis camera view
9 Switch to Y-axis camera view
Escape Cancel the current transformation