# AKIMME Builder Tool

The **AKIMME** Builder tool allows users to create scenes using the provided assets and tools. User may also create their customised 3D asset/scene using a third party modelling software and upload it to the builder tool. However, for uploading customised assets and scene user will require a IPFS free pinata account

If the user owns a land plot he can publish his scene on his land plot.

&#x20;As **AKIMME** Metaverse only has 3 sizes of plots (1 x 1 , 2 x 2 ,  3 x 3 ) . Due to Optimization and best user experience in the metaverse, users are restricted to create the scene with the below guidelines

## Scene Limitation

<figure><img src="https://668322576-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJis6no1l5CrAGHpAbaTd%2Fuploads%2FRrUKnsozshV813cWL05D%2FScene%20limitation.png?alt=media&#x26;token=ec27c77b-c0c5-43bb-a8ad-3452fae4b231" alt=""><figcaption></figcaption></figure>

## Pinata Account

**Please note: Pinata Account is not required if the user is only using the provided assets on the Builder tool.**

1. Sign up for a **free** [Pinata](https://www.pinata.cloud/) account to upload custom 3D assets or scene files on the Platform.
2. After creating the Pinata account, navigate to the "API Keys" section on the Pinata dashboard.
3. Generate a new API Key and API Secret in the "API Keys" section.
4. Copy the generated API Key and API Secret.
5. Paste the API Key and API Secret into the designated form when uploading custom scenes or assets on the Builder Tool..
6. Users are allowed to save the API Key and API Secret only once on the platform.
7. Deleting these keys from the Pinata dashboard will disable further file uploads and loss of already uploaded files.
8. Do not remove or delete the API Keys, as they are crucial for platform integration.
9. **Avoid directly deleting files (custom assets or scenes) from the Pinata dashboard, use the Builder tool interface for file deletion.**

## Optimization Techniques for Custom 3D Assets and Scenes

1\. Users are required to adhere to the specified limitations mentioned above for optimal scene performance.

2\. Whenever applicable, ensure that planes or surfaces have two faces. This optimization technique can enhance rendering efficiency and contribute to a smoother visual experience.

3.When possible, share textures across 3D models. A good practice is to use a single texture as an atlas map, shared across all models in the scene. It’s better to have 1 large shared texture of 1024x1024 pixels instead of several small ones.

4\. The recommended size for textures is (512x512).

5\. Avoid skinned meshes. They can drag down the performance significantly.

6\. Avoid using blended transparencies. Blended transparencies have to bypass quite a few of the rendering optimizations. If possible, favor opaque or alpha tested geometry.

### Custom 3D Assets

1\. Users can upload custom 3D assets in .glb format.

2\. Maximum file size for a custom asset: 26 MB.

3\. These assets can be used to customise a scene within the platform.

### Custom Scenes

1\. Users can import custom scenes in .glb format.

2\. Maximum file size for a custom scene: 50 MB.

3\. Sample scenes for allowed sizes: [1X1 Scene](https://abid-metaverse-api.suffescom.dev/public/images/1704871446259.glb),  [2X2 Scene](https://abid-metaverse-api.suffescom.dev/public/images/1704871567033.glb),  [3X3 Scene](https://abid-metaverse-api.suffescom.dev/public/images/1704871591124.glb).

4\. Scene Hierarchy:

&#x20;\- \*Scene (parent object)\*

&#x20; \- \*Ground(child object, it’s name must be “Ground”)\*

&#x20; \- \*Element 1(child object)\*

&#x20; \- \*Element 2(child object)\*

&#x20;

The Scene object is the parent.

Ground is a child of Scene.

Element 1, Element 2, and so on, are also children of Scene.

This represents a basic hierarchy structure for a custom scene where the ground and other elements are organised under a common parent object, which is the Scene in this case.
