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iQ3Connect Training and Experience Creator – Introduction #
Introduction #
iQ3Connect is a web-based platform featuring a no-code, visual editor that allows users to quickly create and deploy immersive and interactive 3D training – referred to as Training Modules – which are accessible on any AR or VR headset, PC, tablet, or mobile device. Training Modules support step-by-step guided workflows and/or open-world exploration through linear, branching, and non-linear structures.
To make experience creation simple and accessible, iQ3Connect provides two editing modes:
- Standard Editor: This is the default editor view when creating a new training module. It enables easy creation of step-by-step (i.e. linear) training experiences. In the Standard Editor, training modules are created from Resources, Steps, and Actions.
- Advanced Editor: The Advanced Editor is used to create advanced training behavior, such as non-linear workflows. It does so by exposing the underlying components of training Steps: States and Timelines.
Creating a Training Module #
In the Standard Editor, Training Modules are created using three main components:
- Resources: The assets used in the training module (such as 3D models or images)
- Steps: A specific moment/stage in a Training Module. A Training Module is made up of multiple Steps arranged in sequence. Together, these Steps determine the overall structure and flow of the training.
- Actions: An individual instruction that controls what happens during a Step. Actions define how Resources behave and how the user can interact with them.
A Training Module is built by placing Resources into Steps, and using Actions to control how those resources behave and how the learner interacts with them.
How These Components Work Together
To create a Step, Resources are placed and positioned within the 3D virtual workspace. Text instructions can also be added to guide the learner. Actions are then added to the Step to define interactions, animations, and user responses. The collection of all Steps determines the structure and sequence of the Training Module.
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Analogy to PowerPoint #
A helpful way to understand this structure is to compare it to a PowerPoint presentation:
| iQ3connect | PowerPoint Equivalent |
| Training module | Presentation |
| Step | Slide |
| Resource | Content (i.e. Images, text boxes, shapes, videos) |
| Action | Animations or interactive behavior |
Just as a PowerPoint presentation is built from slides containing content (images, text boxes, shapes, etc.) and animations, an iQ3Connect Training Module is built from Steps containing Resources and Actions.
Resources #
Resources are the 2D and 3D assets used within an XR experience. They represent the content that appears in the virtual environment and forms the building blocks of the training.
Resources can include several types of assets.
- 3D Assets: 3D models, point clouds, gaussian splats
- Multimedia Assets: images, videos, audio files, pdf documents, 360 images/videos
- Custom Assets: helper objects, viewpoints, information tags, animations
- Built-in Assets: styles, AR markers, menus, camera and boundaries
When creating an XR experience:
- 3D and multimedia assets are uploaded manually.
- Custom assets are created within the Editor.
- Built-in system assets are automatically available.
Resources act as the building materials used to construct the training experience.
Steps #
Steps are specific moments/stages in a Training Module. A Training Module is made up of multiple Steps arranged in sequence. Together, these Steps determine the overall structure and flow of the training. Steps organize the Training Module into manageable sections, making it easier for users to follow instructions, complete tasks, and progress logically from beginning to end.
Actions #
An Action is an instruction that controls the behavior of the training experience, resources, and the end-user. Actions can fall into one of several categories:
- User Interface, Menus, and Navigation: display interface elements and user navigation within the experience.
- Camera: adjusts the camera position (i.e. viewpoint).
- Text and Audio: displays text or plays audio instructions.
- Object Modifications: changes properties of objects such as visibility, highlight, or state.
- Object Movements and Animations: moves objects or plays animations.
- Multimedia Control: hide/show images, videos, and PDFs, play/stop videos.
- Triggers: monitors user interactions with multimedia and 3D models (selections, object placement, etc.) and activates an event when the defined interaction is satisfied.
- User Actions: enable the end-user to interact with objects or input text.
- Logic, Variables, and Time: manages variables, track time durations, and define conditional logic.
- AR Alignment: aligns augmented reality content with the real world.
- Miscellaneous: additional system controls and setting changes.
The Advanced Editor #
For users who want more control over how a Training Module works, iQ3Connect provides an Advanced Editor. This editor allows authors to create more complex training experiences, including non-linear workflows, branching scenarios, and advanced interaction logic.
The Advanced Editor exposes the underlying components that power each Step: States and Timelines. In the Standard Editor, these components are managed automatically. In the Advanced Editor, authors can work with them directly.
Training Modules can be created in the Advanced Editor from the start, or they can be automatically converted from the Standard Editor. When a Training Module created in the Standard Editor is opened in the Advanced Editor, each Step is automatically broken down into its two underlying components: States and Timelines.
What Are States and Timelines? #
In the Standard Editor, authors work with Steps. However, each Step is actually built from two components behind the scenes:
- A State which defines what the 3D scene looks like
- A Timeline which contains the Actions and serves as the structural/organization unit of the training
Together, these components determine both the appearance of the virtual environment and the behavior of the training experience.
When a Step is created in the Standard Editor, iQ3Connect automatically creates the corresponding State and Timeline. It also adds the required Actions—such as LoadState and StepMenu—to ensure the State loads correctly and the user can navigate the training.
This automation removes repetitive setup work and allows authors to focus on building training content. In the Standard Editor, these components remain hidden and are managed automatically.
States #
A State defines the arrangement of the virtual environment at a specific moment in the training. A State determines:
- Which resources are visible
- Where objects are positioned
- How objects are oriented
- Certain environment settings (such as camera restrictions)
You can think of a State as a snapshot of the 3D scene at a particular point of time.
Timelines #
A Timeline controls how the training experience progresses over time. Timelines serve two important purposes:
- They organize the structure of the Training Module
- They contain the Actions that control interactions, animations, and other behaviors
Instead of the learner simply being on a Step, the learner is actually interacting with one or more active Timelines. Multiple Timelines can run at the same time. This allows different parts of the training experience—such as instructions, animations, or user interactions—to operate simultaneously and independently.
Using States and Timelines #
By separating Steps into States (which control the appearance of the 3D scene) and Timelines (which control behavior and logic), authors gain much greater flexibility when designing training experiences.
This separation allows authors to:
- Create branching and non-linear workflows
- Control interactions independently from the scene layout
- Run multiple timelines simultaneously
- Implement more advanced logic and training scenarios
These capabilities make it possible to build more dynamic and interactive training experiences than would be possible using Steps alone.
Summary #
| Component | Description |
| Resource | Assets used in the experience (3D models, media, etc.) |
| Step | A stage of the training workflow |
| Action | An instruction that triggers an event |
| State | The layout of the 3D scene |
| Timeline | A sequence of actions controlling behavior |





