AU Class
AU Class
class - AU

Product Visualization Workflow from Inventor to 3ds Max to the Client

共享此课程
在视频、演示文稿幻灯片和讲义中搜索关键字:

说明

In the real world, one program just can’t do it all. Sketching, massing models, final design, animation, and rendering of engineering models—this class will discuss the workflow for using multiple Autodesk products in a production environment. Discover the ins and outs of this workflow, starting with a sketch, moving to Inventor software for final design, then finishing with 3ds Max software and Arnold to render the final animation. Learn how Autodesk Drive can help manage the workflow files, review the Inventor-to-3ds-Max import process, and see how to render photo-quality images. We’ll cover how to use Arnold materials and lights to light the scene and composition to create compelling images. And we’ll show you how the Camera controls can adjust the scene exposure and depth of field. Get ahead of the competition by learning to create your renderings using photographic composition in a streamlined workflow.

主要学习内容

  • Discover the connection between Inventor and 3ds Max for an optimal design workflow.
  • Learn how to import an Inventor model into 3ds Max 2023 for use with the Arnold renderer.
  • Learn how to create and configure scene materials and lighting.
  • Learn about placing cameras and configuring Arnold to render the final design.

讲师

  • Steven Schain
    Steven is the Post Production Supervisor and Media & Entertainment Content Manager for CADLearning products at 4D Technologies, where he develops content standards and creates content for Autodesk 3ds Max, Maya, Inventor, and Fusion 360 users that is used in AI and machine learning solutions, in-application performance support, and desktop and mobile apps. Steven is also the Post-Production Supervisor for all CADLearning products from 4D Technologies. Since 1998, Steven has contributed to Autodesk's certified courseware for 9 releases of 3ds Max, was a co-developer of the Autodesk ACI Program and 3ds Max fundamental standards, and is currently an Autodesk Certified Instructor. As a premier Autodesk trainer, he has continued teaching end users, companies, and many others, including The Walt Disney Company, Guess, and the United States Army. As an 8-year veteran of Autodesk University, Steven has taught classes ranging from creating particle fountains in 3ds Max, to classes on 3D printing and entrepreneurship.
Video Player is loading.
Current Time 0:00
Duration 40:25
Loaded: 0.41%
Stream Type LIVE
Remaining Time 40:25
 
1x
  • Chapters
  • descriptions off, selected
  • en (Main), selected
Transcript

STEVEN SCHAIN: Welcome. This is product visualization workflow from Inventor to 3ds Max to the client MFG 502647. My name is Steven Schain. I'm a designer and trainer. I've been teaching 3ds Max since the DOS days way back in Dos release 3

I'm an Autodesk Certified Instructor, have been since 1989. And I do my training under The 3D Professor. That's 3ds Max, Inventor, Fusion 360, Maya, AutoCAD, and some other programs. I'm also a designer. I design now for 3D printing applications for my company, Spectra3D Technologies. And I am glad to say this is my 11th year presenting at Autodesk University.

So what we're going to do is-- let's look at the learning objectives for this class. We're going to discover the connection between Inventor and 3ds Max for an optimal design workflow. We're going to learn how to import an Inventor model into 3ds Max.

We'll look at creating and configuring scene materials. And we'll also learn how to place a camera and create a simple fly-through animation. And then, we'll render out the final design.

So the project-- this project is based on a client called Hide-a-Paw. They're an extendable pet steps. And the original idea was for us to take a prototype that was a steel prototype, put it in the computer, and then we can do some back and forth with the client, see if we liked it.

We printed out a couple of samples. And we moved on to a second prototype, which was wood and steel. And then, took that and put that into Inventor and prepared those models for 3D printing. Then, we were tasked with creating a simple animation for marketing.

So as we look at what we did in Inventor, Inventor was really to take the design and start building it as a solid model. That allowed us to do some reviews with the client and update the design, and update the design to a second revision that not only is lighter and more flexible, but also 3D printable. And it also incorporated the logo of Hide-a-Paw.

So let's take a look at the designs in Inventor. And I'll start with the original. The original was the one that was designed from the steel piece. And let me tell you, that was a heavy piece of machinery-- a piece of equipment there.

This is designed to slide in between a top mattress and a box spring and be installed by an individual. And this weighed about 80 pounds, was too heavy to use. But it was good enough for what we were trying to do.

We were trying to figure out how this was going to work, what it was going to look like, and we wanted to get the first design initially into the computer. So after going back and forth with the client, client came to us and said, OK, well, we have a second revision. And we want to take that revision and turn it into something that is manufacturable, initially manufactured just with 3D printing.

So we went through the process of developing the assemblies and subassemblies that we needed. I'll go ahead and open this, and you can see the different pieces. Now, for 3D printing, we did a little bit just to minimize the amount of material. But you don't need the same level of detail that you do if you're doing injection molding.

So with this, we just created the parts that we needed. The chamfers on the edges are to help with 3D printing and keeping the part nice when it came off the bed. And then the inset is for a piece of carpet that's going to go on there.

So each piece was made. We put it into the assembly, and then that assembly was 3D printed and output for testing. But this class is not about 3D printing. It's about going into 3ds Max. So that was what this was intended for as well.

So we-- now, we'll look at taking this into 3ds Max and what we did in 3ds Max with this project. So initially, when I work in 3ds Max, I set up a project folder. If you're not using specific project management software, it's really helpful to set up a project directory within 3ds Max.

It does a couple of things. One, it allows you to maintain some kind of project organization. And two, it's simplifies file management. So everything is in the same place. You can also put all the files you need for that project within that project folder. And you can see here, at the folder structure on the right-hand side, that 3ds Max automatically generates a top to your top level folder that you specify, and then it automatically fills in with those subfolders.

Another thing that I do is I start with a pre-built scene. Now, that pre-built scene will have-- it'll vary. So depending on what I'm using that scene for, it could be an outdoor scene, an indoor scene, could be lit by HDR lighting. Having a pre-built scene just makes life a lot easier.

It gives you a good starting point. And usually, it simplifies my workflow tremendously. I don't have to keep recreating the scene every time I want to do a rendering.

So what are the elements that that scene has in it? Well, it'll start out with various layers. So the layers might include lighting, cameras, background, construction layers, object layers. It just depends on what you need for that scene and that environment. Now, once we have the scene ready, we need to import the model.

Now for this one, I'll also merge in other models to fill in the scene. And we'll go through that as well. But importing the Inventor model, this is the part that you need to pay attention to. And when you import a model, you have two types of objects, a body object and a mesh object.

A body object is essentially a solid model built within 3ds Max from the Inventor file. And that is-- it's a good-to-have because you can adjust the resolution of the file or of the model at render time or whenever you need to. But it is a very cumbersome model to use.

So I use meshes. And those import cleanly. They're easy to use. They're lightweight. And if you need to update the model, you can always re-import the model and adjust the mesh resolution when you bring it in to increase the resolution.

You also have the assembly options so you can decide what you want to do with duplicate parts. Do you want to bring them in as individual parts? Or do you want one part and just reference the rest of them? Screws are a great example. You might have 100 screws in Inventor assembly, but they're all the same instanced part.

So what you can do within 3ds Max is bring that part in, and then all the copies are references of the original. You can also create layers by material, add object names to materials, and import a driving animation. In this case, we're not driving the animation with a parameter in Inventor. We're going to set up the animation within 3ds Max and rig the steps so that we can animate those independently.

The other one is merge and replace. You can choose to merge the objects with the current scene, which is what I'll be doing. Or you can replace the scene altogether. If you are just using this to do something with the 3D model, you may want to just replace the scene altogether. It's entirely up to you.

The material options allow you to import the Inventor materials and assign sub-object material IDs to any model that has multiple materials assigned to it in Inventor. That's really helpful. I usually turn both of these on all the time. And they work to help with simple-- they simplify the process of assigning materials to my models.

Again, talking about the mesh resolution, when you bring an object in as a mesh, you have the ability to adjust the resolution of that mesh. Now, a lot of the models that I'm bringing in for the pet steps are planar. There's not a lot of curves in them. So the resolution is not really as important. But if you have big models that have curved surfaces or cylindrical surfaces, the higher the mesh resolution, the higher the density of the mesh will be when it comes into 3ds Max.

And then you have the vertical direction. Now, the vertical direction is based on whether you import the vertical axis as X, Y, or Z. And that all depends on the original plane that you're working in within Inventor. So you may need to try this like once or twice. Generally, the Y or the Z-axis works, depending on how I start a model in Inventor.

And the one thing that I don't have here is the-- I'm going to go back to that slide-- is the driving animation. Now, you can drive it by joint or constraint. And when you drive an animation, you can use that deriving constraint and animate it within 3ds Max. It actually creates the animation within 3ds Max.

So the next thing is to import the Inventor assembly. I'm going to go through several slides here just to give you a heads up. I'm going to go through several slides before I get into 3ds Max. So what we're going to do is import the Inventor assembly.

Once the Inventor assembly is imported, then we can go ahead and set up the assembly and rig it. And we're not going to go into detail about rigging the assembly in this class. That's not what this class is all about.

So I will load a file that has the rig. And I can show you what the rig does and how it works. But once the assembly is rigged, then you can take that assembly and merge that into the final scene. What we'll do is we'll actually bring the assembly into the final scene, and then we can set it up there.

And then, you add animations. In this case, there's a free form deformation that's animated. That will be used for deforming the mattress. And then, we'll edit the scene materials. We'll modify existing materials, create a couple of new ones. And let's go into 3ds Max and do that.

So here, we have the default scene. We are working with this scene that's set up as a template. So I'm going to go ahead and go to the Template Manager-- oops, go to Tools, Manage Templates. And I created a template called Product Room. And that product room is using the product stage scene.

I grabbed an image from 3ds Max Snapshot and saved it as a template. I can create a new file from that template by creating New From Template, picked Product Room. And when I pick it, it will automatically load that template and allow me to start with a new scene.

So once I have that scene, I can go ahead and import my Inventor model. And what I've done here is I have taken all of the parts that I need for this model and put them all in one directory. And you can do that in Inventor using the pack and go feature of Autodesk Inventor. It'll bring all your models into one place. You can save it.

Or if you have everything already set up on your computer, you can bring in the assembly, and the Inventor plug-in in 3DS Max will automatically find all of the pieces that it needs. As long as they're available, if you can open it in Inventor and there's no errors, then you can bring it into 3ds Max. So to make it easier for this, I'll bring in the Hide-a-Paw Inventor file. It'll start the Inventor server and open up the Inventor import dialogue.

So I'll use Meshes as the import option. I'll leave Reference Duplicate Parts on. I do not want to create layers by material. What this will do is that will create a layer on the side here and name it based on the material. That's helpful sometimes, but not always. We'll leave the other ones-- the Import Driving Animation and Add Object Name to Material-- unchecked.

I'll merge it with the current scene. I'll import the Inventor materials and assign material IDs. And I'll leave the mesh resolution set to zero. I don't need to increase it or decrease it for this animation. And then, the Inventor file vertical direction I know is the Y-axis. So I'll click OK.

That will import the Inventor model. And that takes a minute, depending on the size of the model. The great thing is over the last couple of years, each iteration of 3ds Max has gotten faster and faster. And importing a scene or importing an Inventor model has gotten easier and easier.

So we'll let this import, and that should take just a minute here. And once it's done importing, we can start working with the model. So this has imported the model into the scene, and you'll see it comes in-- it comes in exactly where I put it and worked on it within Inventor.

So a really good-- just a quick aside here-- but something that's good to know is that if I'm working in multiple with multiple assemblies and I have them placed in the right place relative to each other, they will come into 3ds Max in that same relative position. So if you have multiple assemblies, they will come in within the relative positioning.

So once I brought this in, I can assign these to a new layer. And I'm going to name this Hide-a-Paw. And with everything selected, that brings all those models in.

And what you'll see is there's a couple of things that are turned off. And that is models that are hidden within Inventor. So anything that's hidden within Inventor will also be hidden when you bring it into 3ds Max. And I'm going to leave those hidden. I don't need those.

The other thing is everything comes in as one group. So when you start working on a model, you'll want to ungroup it. You can really work on it however you want. But in this case, I'll ungroup it and work on it.

Once I have the animation, I'll go ahead-- and let's open the next file that I'm going to use. And I'll go ahead and open the first file. And this is with the model already imported and merged in. And you'll see that I have the timing set up for the animation. And that is done through the Time Configuration dialogue.

Now, one thing that I've done is I've already merged in the bedroom set and the animated steps. And they're roughly placed there where I want them to be. But I don't yet have an animated camera. So I'm going to create a camera and add some camera animations. I'll add a physical camera. And I'll just come in here and do that.

Now, I'm going to go through this and just do some initial keyframes. And then I'll open another file that has the final version that you'll see what I've done. I've actually done this with two cameras instead of one. So starting with the camera where it is now, I'll move pieces that I need to.

So I'll take the-- let's grab the camera target. And let's move that to where we want. I want to start that just about there. And I'm going to set one of the view ports to this camera viewport. So here's the camera view. We just set it as a default shaded camera view.

And the other thing that I can do is while I'm in here, I can use these tools-- the viewport tools-- to get the view that I want. I can also animate using those tools as well. So I will turn on Auto Key. I'm going to just-- oops, let's turn on Auto Key. And let's set the key filters to just the position. And I have-- I clicked Create a Keyframe there.

So I have a keyframe at-- well, let's move it to 1 second so that we have our start keyframe. We have one second where nothing is going to happen. And then I have the animated bed and the motion of the steps.

So I'm going to come in and just move this around, right. Let's make sure that's right. That's-- select that view. Then we'll come in, and I'll move the camera in the top viewport. Bring it down on the side.

And that's going to create a couple of key frames. And this is just really-- right now, really simple. So it's panning around, right. So that's-- we're just creating some keyframes and setting the position of the camera. Now, let me go ahead and open the file that has everything in it that I need. And this has everything in the right place. It also has the animated free form deformation.

Now, the camera that's animated now are these two cameras. So I have two animated cameras in the scene. You can see the key frames for this camera in the timeline. So each of these is a keyframe. And you can see that this camera just moves around.

If I want to see what that looks like, come over and set this to camera 2. And let's change this from wireframe to default shading. So we'll go ahead and see what this looks like. So it's going to-- see that come in. And this is sort of a wide-angle view of the animation of the steps.

Then, I wanted a camera that was going to zoom in on the logo that I could use after I rendered to create a transition. So again, I can look through this camera. This is camera 3. Oops, this is camera 1. And this camera's not really doing anything until the very end of the animation when it's going to move in on the logo. So those are the animated cameras.

And when we look at the scene materials again, you'll see that these are all either OSL shaders or standard surface materials. And all of the substance materials have been baked out into textures. So this texture map right here is originally from a substance shader.

A nice thing about using substance textures within your scene is if you want to bake them out into just a bitmap, it's very easy to do that from within 3ds Max. And the reason these are all done this way is something that we'll talk about when we go to set up the scene for rendering.

Another important part of this is the lighting. And the environment is set up as an HDRI environment. So I'm not using any lights. And if I come way over here-- so this is the substance map for the leather. And you can see here, I can bake the outputs of that to this resolution. It's really helpful.

So here, I have this HDRI environment, and I'm using this Apartment Diffuse HDR file. I can adjust the exposure, the contrast, what it looks like in the viewport, whether there's ground projection or not. Since this is just lighting the scene and I have a floor, I don't need to worry about using any kind of ground projection.

I could also add additional lights if I want to using an HDR light map here, but I just want to use the environment. It renders faster. It gives me a nice look, and I don't have to worry about messing with lighting or anything like that. It's just super quick.

One reason why I did that is because I had to get this to the client within about 12 hours. So I was working on this on a Thursday afternoon, and I had to deliver the animation Friday morning. And I have one computer that has an NVIDIA 3060 graphics card with 12 gigabytes of RAM.

So having a scene that takes 20 minutes or 30 minutes of frame to render just-- it just wasn't going to work. I wasn't going to be able to deliver the animation in the morning. So by rendering using the GPU, I was able to get that time down to a minute per frame.

So let's look at rendering with Arnold. Now Arnold ships with 3ds Max. It's a fantastic renderer. It is one of the industry standard renderers that are out there. It's been out for a long time. And one thing that's important is depending on the quality of the scene, you're going to set your samples and your ray depth.

In this case, I'm using Arnold compliant mode with GPU rendering. And GPU rendering is done in the systems tab. And I'll show you that. You can adjust the camera anti-aliasing. And then for things like lighting quality, the reflection quality if you're using glass-- how good the glass looks-- that's all your ray depth.

You can also turn on adaptive sampling if you want. And adaptive sampling will help speed things up as well. So adaptive sampling lets you sample fewer points in this image to get the final image. It just helps render it, helps speed up your render time.

The other thing to do is set up your output size. In this case, we're going to output to full HD 1920 by 1080. And the output time is going to be a specific time range, depending on which camera I want to render. So the first camera I want to render is 0 to 30 seconds. And then the second camera that's close up-- there's no reason for me to render the entire animation. I just need the 3 seconds that is actually being animated.

And then, I'll save that file to a sequence. Now, you can save it to an AVI file. But if your computer crashes or something happens in the middle of that AVI file, you lose the entire thing. Rendering out to a sequence, you only lose the one frame that it crashed while rendering. So you don't have to go back and rerender the whole thing.

So let's go into 3ds Max and see what that looks like. And I'll go up to the Render Setup dialog. And on the System tab, I'll open the Device. And you'll see I have this-- I have the option for CPU rendering or GPU rendering.

If I turn on CPU Rendering and go to the Arnold Renderer, you'll see that I have the option for the number of samples in the Diffuse and for the number of samples for the Ray Depth. I'll turn on Adaptive sampling. And if I leave this in Arnold compliant mode-- and I can open the Arnold Render View here.

So this is already set up for rendering, but not sure what size this is rendering out to. So let's go to the Common tab. For this, I'm going to just render a single frame. And in this case, I have full HD. I'm just going to render it to 1280 by 720. That's going to save us a little bit of time. And I can save it to-- the output to a file-- but I'm going to leave that for now. I don't need to save the file for this demonstration.

So if I open Arnold Render View-- now you can render to just the standard render frame window, and this may slow down our presentation. But you'll see the Arnold render view does a pretty quick job. I can stop that, and it'll show me that the frame-- you can see how much noise there is.

If I switch over to GPU rendering and I go back to the Arnold Render View-- and let's go ahead and render that. And you'll see it'll take a minute to populate the GPU with the scene. But now I'm rendering this camera view here, and you'll see that it renders that frame pretty quick.

But let's go ahead, and let's do the same thing here. And you'll see once it refreshes, that it's rendering now on the GPU. And you'll notice that there's less noise in this final image. There's still a little bit of noise in it, but there's less. And that's because rendering with the GPU is just faster. It's easier and-- well, I wouldn't say it's easier. It's faster.

So the next thing to do is render each camera out to a sequence. So to set this up to render to a sequence-- the full HD1080P-- save this to a file. And here, I can pick Hide-a-Paw, Yes. We'll set up the PNG 24-bit. I don't need an alpha channel for this. And then, I'm ready to go and render this to a sequence. So I can click Render, and it's going to go ahead and render that out.

Once I'm done rendering, I can edit this together in a rendering program, whether it's like DaVinci Resolve, Adobe Premiere, whatever it is. Or you can use Video Post. And Video Post is sort of a throwback. It has literally been in 3ds Max since release 1. And it is a surprisingly robust editing tool for editing together sequences within 3ds Max.

So here, I have the Hide-a-Paw animation. And this is using an IFL file, which is just a text file. And I'm rendering that. We're using that from 0 to 21 seconds. Then, I have this Hide-a-Paw logo animation, which is the camera 2. And that is going from 20 seconds to 23 seconds.

So that's-- and then there's a transition from 20 to 21. Then, I just have the final ABI being output from 0 to 23 seconds because the last frame is a hold. And I can do that later on. I don't need to hold that for 30 seconds.

If I wanted to, I could add an image input event into this. And that's done here by adding an image input event. I can pick the file that I want. Let's go down to pick this last file. Let's see where it is. Here you go, grab that last image. And I can tell this to-- so there's the image input event.

I'm going to move it above the image output event. And I'll drag this-- oops, let's drag this over. It's going to go there. And let's say it is 2300 to 30 seconds. Oops, let's see where does that go-- 2320, so that's 2320. And then, I'll make sure the output goes all the way to 30 seconds.

Now, I have a full sequence. I can render that out. And it will render out to a 30-second animated sequence that will have a transition between there. And then, this frame will match up with that frame, and I'll just have a still image for the remainder.

Now, we can go back to presentation, and this is what the final animation looks like. Nothing too crazy, but it's-- gets the point across. The customer loved it. They just wanted to see how this was going to work, and they're using it in their online marketing.

And it allowed us to render this overnight. One thing that I did do later on is incorporate some noise reduction into it. So I took it into DaVinci Resolve and added some noise reduction that cleaned it up a little bit.

So I want to thank you. Again, my name is Steven Schain, CEO of Spectra3D Technologies. If you have any questions, you can reach me at stevens@spectra3D.com. Thank you for your time, and I hope you enjoyed the presentation.

______
icon-svg-close-thick

Cookie 首选项

您的隐私对我们非常重要,为您提供出色的体验是我们的责任。为了帮助自定义信息和构建应用程序,我们会收集有关您如何使用此站点的数据。

我们是否可以收集并使用您的数据?

详细了解我们使用的第三方服务以及我们的隐私声明

绝对必要 – 我们的网站正常运行并为您提供服务所必需的

通过这些 Cookie,我们可以记录您的偏好或登录信息,响应您的请求或完成购物车中物品或服务的订购。

改善您的体验 – 使我们能够为您展示与您相关的内容

通过这些 Cookie,我们可以提供增强的功能和个性化服务。可能由我们或第三方提供商进行设置,我们会利用其服务为您提供定制的信息和体验。如果您不允许使用这些 Cookie,可能会无法使用某些或全部服务。

定制您的广告 – 允许我们为您提供针对性的广告

这些 Cookie 会根据您的活动和兴趣收集有关您的数据,以便向您显示相关广告并跟踪其效果。通过收集这些数据,我们可以更有针对性地向您显示与您的兴趣相关的广告。如果您不允许使用这些 Cookie,您看到的广告将缺乏针对性。

icon-svg-close-thick

第三方服务

详细了解每个类别中我们所用的第三方服务,以及我们如何使用所收集的与您的网络活动相关的数据。

icon-svg-hide-thick

icon-svg-show-thick

绝对必要 – 我们的网站正常运行并为您提供服务所必需的

Qualtrics
我们通过 Qualtrics 借助调查或联机表单获得您的反馈。您可能会被随机选定参与某项调查,或者您可以主动向我们提供反馈。填写调查之前,我们将收集数据以更好地了解您所执行的操作。这有助于我们解决您可能遇到的问题。. Qualtrics 隐私政策
Akamai mPulse
我们通过 Akamai mPulse 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Akamai mPulse 隐私政策
Digital River
我们通过 Digital River 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Digital River 隐私政策
Dynatrace
我们通过 Dynatrace 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Dynatrace 隐私政策
Khoros
我们通过 Khoros 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Khoros 隐私政策
Launch Darkly
我们通过 Launch Darkly 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Launch Darkly 隐私政策
New Relic
我们通过 New Relic 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. New Relic 隐私政策
Salesforce Live Agent
我们通过 Salesforce Live Agent 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Salesforce Live Agent 隐私政策
Wistia
我们通过 Wistia 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Wistia 隐私政策
Tealium
我们通过 Tealium 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Tealium 隐私政策
Upsellit
我们通过 Upsellit 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Upsellit 隐私政策
CJ Affiliates
我们通过 CJ Affiliates 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. CJ Affiliates 隐私政策
Commission Factory
我们通过 Commission Factory 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Commission Factory 隐私政策
Google Analytics (Strictly Necessary)
我们通过 Google Analytics (Strictly Necessary) 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Google Analytics (Strictly Necessary) 隐私政策
Typepad Stats
我们通过 Typepad Stats 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Typepad Stats 隐私政策
Geo Targetly
我们使用 Geo Targetly 将网站访问者引导至最合适的网页并/或根据他们的位置提供量身定制的内容。 Geo Targetly 使用网站访问者的 IP 地址确定访问者设备的大致位置。 这有助于确保访问者以其(最有可能的)本地语言浏览内容。Geo Targetly 隐私政策
SpeedCurve
我们使用 SpeedCurve 来监控和衡量您的网站体验的性能,具体因素为网页加载时间以及后续元素(如图像、脚本和文本)的响应能力。SpeedCurve 隐私政策
Qualified
Qualified is the Autodesk Live Chat agent platform. This platform provides services to allow our customers to communicate in real-time with Autodesk support. We may collect unique ID for specific browser sessions during a chat. Qualified Privacy Policy

icon-svg-hide-thick

icon-svg-show-thick

改善您的体验 – 使我们能够为您展示与您相关的内容

Google Optimize
我们通过 Google Optimize 测试站点上的新功能并自定义您对这些功能的体验。为此,我们将收集与您在站点中的活动相关的数据。此数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID 等。根据功能测试,您可能会体验不同版本的站点;或者,根据访问者属性,您可能会查看个性化内容。. Google Optimize 隐私政策
ClickTale
我们通过 ClickTale 更好地了解您可能会在站点的哪些方面遇到困难。我们通过会话记录来帮助了解您与站点的交互方式,包括页面上的各种元素。将隐藏可能会识别个人身份的信息,而不会收集此信息。. ClickTale 隐私政策
OneSignal
我们通过 OneSignal 在 OneSignal 提供支持的站点上投放数字广告。根据 OneSignal 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 OneSignal 收集的与您相关的数据相整合。我们利用发送给 OneSignal 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. OneSignal 隐私政策
Optimizely
我们通过 Optimizely 测试站点上的新功能并自定义您对这些功能的体验。为此,我们将收集与您在站点中的活动相关的数据。此数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID 等。根据功能测试,您可能会体验不同版本的站点;或者,根据访问者属性,您可能会查看个性化内容。. Optimizely 隐私政策
Amplitude
我们通过 Amplitude 测试站点上的新功能并自定义您对这些功能的体验。为此,我们将收集与您在站点中的活动相关的数据。此数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID 等。根据功能测试,您可能会体验不同版本的站点;或者,根据访问者属性,您可能会查看个性化内容。. Amplitude 隐私政策
Snowplow
我们通过 Snowplow 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Snowplow 隐私政策
UserVoice
我们通过 UserVoice 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. UserVoice 隐私政策
Clearbit
Clearbit 允许实时数据扩充,为客户提供个性化且相关的体验。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。Clearbit 隐私政策
YouTube
YouTube 是一个视频共享平台,允许用户在我们的网站上查看和共享嵌入视频。YouTube 提供关于视频性能的观看指标。 YouTube 隐私政策

icon-svg-hide-thick

icon-svg-show-thick

定制您的广告 – 允许我们为您提供针对性的广告

Adobe Analytics
我们通过 Adobe Analytics 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Adobe Analytics 隐私政策
Google Analytics (Web Analytics)
我们通过 Google Analytics (Web Analytics) 收集与您在我们站点中的活动相关的数据。这可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。我们使用此数据来衡量我们站点的性能并评估联机体验的难易程度,以便我们改进相关功能。此外,我们还将使用高级分析方法来优化电子邮件体验、客户支持体验和销售体验。. Google Analytics (Web Analytics) 隐私政策
AdWords
我们通过 AdWords 在 AdWords 提供支持的站点上投放数字广告。根据 AdWords 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 AdWords 收集的与您相关的数据相整合。我们利用发送给 AdWords 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. AdWords 隐私政策
Marketo
我们通过 Marketo 更及时地向您发送相关电子邮件内容。为此,我们收集与以下各项相关的数据:您的网络活动,您对我们所发送电子邮件的响应。收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、电子邮件打开率、单击的链接等。我们可能会将此数据与从其他信息源收集的数据相整合,以根据高级分析处理方法向您提供改进的销售体验或客户服务体验以及更相关的内容。. Marketo 隐私政策
Doubleclick
我们通过 Doubleclick 在 Doubleclick 提供支持的站点上投放数字广告。根据 Doubleclick 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Doubleclick 收集的与您相关的数据相整合。我们利用发送给 Doubleclick 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Doubleclick 隐私政策
HubSpot
我们通过 HubSpot 更及时地向您发送相关电子邮件内容。为此,我们收集与以下各项相关的数据:您的网络活动,您对我们所发送电子邮件的响应。收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、电子邮件打开率、单击的链接等。. HubSpot 隐私政策
Twitter
我们通过 Twitter 在 Twitter 提供支持的站点上投放数字广告。根据 Twitter 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Twitter 收集的与您相关的数据相整合。我们利用发送给 Twitter 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Twitter 隐私政策
Facebook
我们通过 Facebook 在 Facebook 提供支持的站点上投放数字广告。根据 Facebook 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Facebook 收集的与您相关的数据相整合。我们利用发送给 Facebook 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Facebook 隐私政策
LinkedIn
我们通过 LinkedIn 在 LinkedIn 提供支持的站点上投放数字广告。根据 LinkedIn 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 LinkedIn 收集的与您相关的数据相整合。我们利用发送给 LinkedIn 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. LinkedIn 隐私政策
Yahoo! Japan
我们通过 Yahoo! Japan 在 Yahoo! Japan 提供支持的站点上投放数字广告。根据 Yahoo! Japan 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Yahoo! Japan 收集的与您相关的数据相整合。我们利用发送给 Yahoo! Japan 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Yahoo! Japan 隐私政策
Naver
我们通过 Naver 在 Naver 提供支持的站点上投放数字广告。根据 Naver 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Naver 收集的与您相关的数据相整合。我们利用发送给 Naver 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Naver 隐私政策
Quantcast
我们通过 Quantcast 在 Quantcast 提供支持的站点上投放数字广告。根据 Quantcast 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Quantcast 收集的与您相关的数据相整合。我们利用发送给 Quantcast 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Quantcast 隐私政策
Call Tracking
我们通过 Call Tracking 为推广活动提供专属的电话号码。从而,使您可以更快地联系我们的支持人员并帮助我们更精确地评估我们的表现。我们可能会通过提供的电话号码收集与您在站点中的活动相关的数据。. Call Tracking 隐私政策
Wunderkind
我们通过 Wunderkind 在 Wunderkind 提供支持的站点上投放数字广告。根据 Wunderkind 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Wunderkind 收集的与您相关的数据相整合。我们利用发送给 Wunderkind 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Wunderkind 隐私政策
ADC Media
我们通过 ADC Media 在 ADC Media 提供支持的站点上投放数字广告。根据 ADC Media 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 ADC Media 收集的与您相关的数据相整合。我们利用发送给 ADC Media 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. ADC Media 隐私政策
AgrantSEM
我们通过 AgrantSEM 在 AgrantSEM 提供支持的站点上投放数字广告。根据 AgrantSEM 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 AgrantSEM 收集的与您相关的数据相整合。我们利用发送给 AgrantSEM 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. AgrantSEM 隐私政策
Bidtellect
我们通过 Bidtellect 在 Bidtellect 提供支持的站点上投放数字广告。根据 Bidtellect 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Bidtellect 收集的与您相关的数据相整合。我们利用发送给 Bidtellect 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Bidtellect 隐私政策
Bing
我们通过 Bing 在 Bing 提供支持的站点上投放数字广告。根据 Bing 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Bing 收集的与您相关的数据相整合。我们利用发送给 Bing 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Bing 隐私政策
G2Crowd
我们通过 G2Crowd 在 G2Crowd 提供支持的站点上投放数字广告。根据 G2Crowd 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 G2Crowd 收集的与您相关的数据相整合。我们利用发送给 G2Crowd 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. G2Crowd 隐私政策
NMPI Display
我们通过 NMPI Display 在 NMPI Display 提供支持的站点上投放数字广告。根据 NMPI Display 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 NMPI Display 收集的与您相关的数据相整合。我们利用发送给 NMPI Display 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. NMPI Display 隐私政策
VK
我们通过 VK 在 VK 提供支持的站点上投放数字广告。根据 VK 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 VK 收集的与您相关的数据相整合。我们利用发送给 VK 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. VK 隐私政策
Adobe Target
我们通过 Adobe Target 测试站点上的新功能并自定义您对这些功能的体验。为此,我们将收集与您在站点中的活动相关的数据。此数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID、您的 Autodesk ID 等。根据功能测试,您可能会体验不同版本的站点;或者,根据访问者属性,您可能会查看个性化内容。. Adobe Target 隐私政策
Google Analytics (Advertising)
我们通过 Google Analytics (Advertising) 在 Google Analytics (Advertising) 提供支持的站点上投放数字广告。根据 Google Analytics (Advertising) 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Google Analytics (Advertising) 收集的与您相关的数据相整合。我们利用发送给 Google Analytics (Advertising) 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Google Analytics (Advertising) 隐私政策
Trendkite
我们通过 Trendkite 在 Trendkite 提供支持的站点上投放数字广告。根据 Trendkite 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Trendkite 收集的与您相关的数据相整合。我们利用发送给 Trendkite 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Trendkite 隐私政策
Hotjar
我们通过 Hotjar 在 Hotjar 提供支持的站点上投放数字广告。根据 Hotjar 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Hotjar 收集的与您相关的数据相整合。我们利用发送给 Hotjar 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Hotjar 隐私政策
6 Sense
我们通过 6 Sense 在 6 Sense 提供支持的站点上投放数字广告。根据 6 Sense 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 6 Sense 收集的与您相关的数据相整合。我们利用发送给 6 Sense 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. 6 Sense 隐私政策
Terminus
我们通过 Terminus 在 Terminus 提供支持的站点上投放数字广告。根据 Terminus 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 Terminus 收集的与您相关的数据相整合。我们利用发送给 Terminus 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. Terminus 隐私政策
StackAdapt
我们通过 StackAdapt 在 StackAdapt 提供支持的站点上投放数字广告。根据 StackAdapt 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 StackAdapt 收集的与您相关的数据相整合。我们利用发送给 StackAdapt 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. StackAdapt 隐私政策
The Trade Desk
我们通过 The Trade Desk 在 The Trade Desk 提供支持的站点上投放数字广告。根据 The Trade Desk 数据以及我们收集的与您在站点中的活动相关的数据,有针对性地提供广告。我们收集的数据可能包含您访问的页面、您启动的试用版、您播放的视频、您购买的东西、您的 IP 地址或设备 ID。可能会将此信息与 The Trade Desk 收集的与您相关的数据相整合。我们利用发送给 The Trade Desk 的数据为您提供更具个性化的数字广告体验并向您展现相关性更强的广告。. The Trade Desk 隐私政策
RollWorks
We use RollWorks to deploy digital advertising on sites supported by RollWorks. Ads are based on both RollWorks data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that RollWorks has collected from you. We use the data that we provide to RollWorks to better customize your digital advertising experience and present you with more relevant ads. RollWorks Privacy Policy

是否确定要简化联机体验?

我们希望您能够从我们这里获得良好体验。对于上一屏幕中的类别,如果选择“是”,我们将收集并使用您的数据以自定义您的体验并为您构建更好的应用程序。您可以访问我们的“隐私声明”,根据需要更改您的设置。

个性化您的体验,选择由您来做。

我们重视隐私权。我们收集的数据可以帮助我们了解您对我们产品的使用情况、您可能感兴趣的信息以及我们可以在哪些方面做出改善以使您与 Autodesk 的沟通更为顺畅。

我们是否可以收集并使用您的数据,从而为您打造个性化的体验?

通过管理您在此站点的隐私设置来了解个性化体验的好处,或访问我们的隐私声明详细了解您的可用选项。