Getting started
This page provides a quick overview of CGPublisher that will help you get started. If you have any trouble, check the FAQ and Common Issues page.
Minimum requirements
CGPublisher needs Java to execute (JRE is sufficient, JDK not necessary) in any version not older than 1.5. Many computers will already have this installed. In this case, you can check it online by going to Sun Java Tester.
If you don’t have Java already installed, you can download the current JRE here: http://java.sun.com/javase/downloads/index.jsp
Downloading CGPublisher
Go to the Download section and then click the platform icon or the name of the file you want to download.
Running CGPublisher
Windows
- The .zip file contains an executable. Double click on it.
Mac OS X
- The application is contained in a .dmg file. Mount it and drag it to your Applications folder.
Linux
- Uncompress the .tar.gz file and execute from a terminal: java -jar <file.jar>
CGPublisher basics
Setting up your accounts
Before starting publishing products, you need to write your login and password info for every marketplace you will use. You can do this by accessing the 'Accounts Setup' menu item in the 'Configuration' menu. Here you will see the supported marketplaces with login and password fields. The dialog also includes a royalty rate field you can edit if you have specific conditions in a certain shop. The information is always saved when you close this dialog.
The login and password information is stored in your user directory in a path like this:
Windows
- Windows 2000 / XP - C:\Documents and Settings\username\My Documents\cgpublisher\config
- Windows 7 / Vista - C:\Users\username\cgpublisher\config
Mac OS X
- /Users/username/cgpublisher/config
Linux
- /home/username/cgpublisher/config
The config directory contains two files: accounts.cg and key.ser. The first file contains one line for every marketplace with the login, password and royalty rate information. The second file contains the key used to cypher the password information found in the accounts file. If you have any problem with any of these files, you can always remove the config directory. If deleted, It will be created everytime you run the application with cleared information and a new key to cypher the passwords.
CGUpload DOES NOT collects personal information when you use their software. We are 100% transparent about our security procedures and you can read about them in detail on the Privacy page.
CGPublisher Sequential Method
You can publish one product in several marketplaces in a few steps:
- Write the product info, add product files and thumbnails to your product or load the whole product information by importing it from an XML file. When finished you can also save it by exporting it to an XML file.
- Choose the marketplaces in which you want to publish your product.
- If needed, write the specific product info for every marketplace checked. You can find the marketplaces tabs in the lower part of the application.
- Click the button 'Publish' and wait until the product gets published in the marketplaces.
The 'Console' will show the status of the publishing during the whole process.
CGPublisher Batch Publishing Method
You can publish several products in several marketplaces in a few steps:
- Save as many products as you need by writing the info, adding product files and thumbnails and exporting every product into an XML file.
- Access the 'Batch Publishing' menu item in the 'File' menu.
- Choose the marketplaces in which you want to publish your product. It's important to check, in this step, only the marketplaces in which you want to publish, because the XML product files will be validated against these marketplaces.
- Click over the button 'Add XML Files' and select the XML product files you want to publish. The table will be populated while validating every product against an XML schema, the general publishing requirements and the specific publishing requirements of every marketplace. You cannot publish the whole list of products in case of errors. Click over the 'ERROR' cells to show the description and then you can import the specific file in the main dialog, fix the errors and export it again.
- Click over the button 'Publish' to start publishing every product in every checked marketplace.
The 'Console' will show the status of the publishing during the whole process.
Setting the Product Price
When creating a product in CGPublisher, you can specify the price both in dollars and euros. The 'Price (€)' field is only used in marketplaces working with this currency (Falling Pixel) so don't forget to properly fill in this field when publishing.
Beside this, you have two methods of setting the price: 'Fixed' and 'Revenue'. Both applicable to the price in dollars and euros.
Fixed
- If you select 'Fixed', the price of the product when published, will be exactly the value you write in the price field.
Revenue
- The 'Revenue' method implies how much the user wants to earn with the product by setting that desired amount in the price field. The final price for the published product depends on the royalty rate of the specific marketplace and will be calculated taking into account this value (setted through the 'Accounts Setup' dialog).
The next table shows an example to better understand this functionality:
| $150.00 |
The 3D Studio (60%) |
Flat Pyramid (55%) |
MediaStock (65%) |
| Fixed |
Publ. price = $ 150.00 |
Publ. price = $ 150.00 |
Publ. price = $ 150.00 |
| Revenue |
Publ. price = $ 250.00 |
Publ. price = $ 272.73 |
Publ. price = $ 230.77 |
File Type and Version Recognition
When adding product files, CGPublisher can guess the file type and version of every product file with a simple string recognition algorithm.
CGPublisher will recognize the file type and version from the text before the extension of the file, if the last part of the file name is like this:
name_<3DSoftwareExtension><version>.rar
then CGPublisher will guess the file type as the 3D Software associated to the extension name written after the character '_'. For example, if the extension in maya is .mb or .ma and the product file is named test_mb.rar or test_ma.rar then the file will appear as Maya file type. The pattern that recognizes the file type is case-insensitive.
If there is any text after the file type wildcard, CGPublisher will identify it as the version and it will be parsed as a float number or as nothing if missed. For example, if the name of the file is Test_mb6.5.rar, CGPublisher will add a Maya version 6.5 line to the products table.
Beside this, the files whose name begin with 'maps_' or 'tex_' or end with '_maps' or '_tex' will be recognized by CGPublisher as Textures or Maps file types and consequently processed by the marketplaces. Selecting this kind of file type is the best procedure if the textures or maps in a product go in a separate file.
File Type Recognition Table
The next table shows the strings and the corresponding recognized file type:
| File Type |
Suffix |
File Type |
Suffix |
File Type |
Suffix |
| 3D Studio |
_3ds |
IGES |
_igs |
Revit Design |
_rvt |
| 3D Studio Project |
_prj |
IGES |
_iges |
Revit Family |
_rfa |
| 3ds Max |
_max |
JSR-184 |
_m3g |
Rhino |
_3dm |
| Alias StudioTools |
_alias |
Lightwave |
_lwo |
Rhino |
_rhino |
| Alias Wire |
_wire |
Lightwave |
_lw |
Shade |
_shd |
| ASCII |
_asc |
Lightwave |
_lws |
Shockwave 3D |
_w3d |
| ASCII |
_xgl |
Lightwave |
_lightwave |
Silo |
_sib |
| ASCII |
_zgl |
Luxology Modo |
_lxo |
Silo |
_silo |
| AutoCAD drawing |
_dwg |
Luxology Modo |
_modo |
SketchUp |
_skp |
| Autodesk DWF |
_dwf |
Maya |
_ma |
SketchUp |
_sketchup |
| Autodesk FBX |
_fbx |
Maya |
_mb |
Softimage |
_hrc |
| Autodesk Inventor |
_ipt |
Maya |
_maya |
Softimage |
_xsi |
| Autodesk Inventor |
_iam |
Microsoft DirectDraw Surface |
_dds |
Softimage |
_softimage |
| Blender |
_blend |
MicroStation Drawing File |
_dgn |
Solidworks Assembly |
_sldasm |
| Blender |
_blender |
Mudbox |
_mud |
Solidworks Part |
_sldprt |
| Bryce |
_br4 |
OBJ |
_obj |
STEP |
_stp |
| Bryce |
_obp |
OpenFlight |
_flt |
STEP |
_step |
| Bryce |
_bryce |
OpenInventor |
_iv |
StereoLithography |
_stl |
| Carrara |
_car |
Parasolid |
_x_t |
Strata 3D |
_s3d |
| Catia |
_catia |
Parasolid |
_x_b |
Textures or Maps |
_maps |
| Character Studio Biped |
_bip |
Poser |
_pp2 |
Textures or Maps |
_tex |
| Cinema 4D |
_c4d |
Poser |
_pz3 |
TrueSpace |
_cob |
| Cinema 4D |
_cinema |
Poser |
_poser |
TrueSpace |
_scn |
| Cinema 4D |
_cinema4d |
ProE Assembly |
_asm |
TrueSpace Object |
_rsobj |
| Collada |
_dae |
ProE Assembly |
_xas |
TrueSpace Scene |
_rsscn |
| Collada |
_collada |
ProE Part |
_prt |
Universal 3D |
_u3d |
| DirectX |
_x |
ProE Part |
_xpr |
VRML |
_wrl |
| DirectX |
_dx |
Pulse |
_pwc |
VRML |
_wrz |
| DXF |
_dxf |
Quake III |
_md3 |
VRML |
_vrml |
| Electric Image |
_eim |
Quickdraw 3D |
_3dmf |
Vue |
_vue |
| Electric Image |
_fac |
Realsoft 3D |
_r3d |
Wings 3D |
_wings |
| formZ |
_fmz |
Renderman |
_rib |
Wings 3D |
_wings3d |
| gmax |
_gmax |
Renderman |
_slc |
ZBrush |
_ztl |
| Houdini |
_hip |
Renderman |
_sl |
ZBrush |
_zbrush |
| IGES |
_ige |
Renderman |
_slo |
|
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