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Revit FBX to MAX quicke


Malik1
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Thanks but, I'm reffering to any option on import or prior to export from revit that would isolate the glass, sill, mullions etc. I am aware of making selction sets and applying multi sub-object materials. Also you can import the Glass separately by way of merging 2 fbx files 1. with everything but the glass and 1. with just glass. But thats not what im looking for.

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As long as the Glass portion of the windows (And mullions, sill, casework etc...) has a separate Material ID, then it can be isolated rather quickly within Max. Your windows most likely have a common material applied to them which in this case, you can use the "Eyedropper" tool in the material browser to select All objects that use that material - Then you can proceed to select the ID's your want to "Detach" and make those portions of the model separate. Unless the Windows were actually modeled within Revit to have separate Glass, Mullions, Etc..., they won't import that way in Max either. I can see from your screenshot above that your window object has at least 2 different materials on it so it probably already has separate ID's and a multi material on it.

Edited by MegaPixel
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Whoops. Just noticed the 2010 at the top of the thread. You will need 2011 for FBX FileLinking.

 

You can link in 2010 with DWG File Link and DWG Layer Mapping. I am not positive, but you should be able to set up a DWG layer map in Revit, and assign glass to an individual layer. I think, but I am not 100% sure that you will then be able to select the glass individually in Max.

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or if it's a quick fix you need - then download max 2011 (make sure you have latest hotfixes and fbx plugins too), link fbx into max by material as travis described, bind the fbx, save as max 2010.

 

then you should have a file that has separate objects for every revit material that you can use in max 2010.

 

and you will get to see how sweet the 2011 fbx file linking as will want to upgrade :)

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MegaPixel,

 

If I select the windows with the eyedroper tool there is a multi sub-object material with 3 materials see pic. (I use this method for other options and it works great) but when instancing(copying) the glass material and selecting all the glass with the "select by material" button on the material browser it selects all the windows with frames, mullions, sills, and the glass. Accordingly if i apply a material to just the glass I instanced, it(the new material) applies to everything in the window assembly(frames etc).

 

I'm just trying to avoid selecting every door and window turning them in to editable poly and creating selction ID for each seperate object.

 

[ATTACH=CONFIG]38561[/ATTACH]

 

 

CrazyHomelessGuy,

 

With the DWG link the objects and selection sets are really good but the texture mapping is all screwed up(pic). So thats another problem, unless you know of a workaround or import option that really would be a pain to UV map all the materials in the scene>

 

[ATTACH=CONFIG]38562[/ATTACH]

 

 

If this was a small project I would just deal with it but im rendering 20 buildings that are all different.

 

Thanks,

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