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How to Convert to Instances? -- Revit to 3ds Max to Unity Workflow --


kinkabobba
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Hello all!

 

I'm trying to bring Revit models into Unity by way of 3ds Max, and the biggest issue I've encountered so far is how incredibly heavy Revit models are-- not good for an interactive environment. I had a breakthrough when I realized that families come into 3ds Max as separate objects and not instances of one object. Therefore, I'm trying to find a good instance replacer for 3ds max, and thought for a minute it would be this:

http://www.scriptspot.com/3ds-max/scripts/instance-identical-geometry?page=1

 

However, version 2 doesn't work, and version 1 doesn't seem to agree with Revit geometry. There are objects that are clearly exactly the same that it doesn't recognize as such, and there are objects that it recognizes correctly as being the same, but using the replace feature throws the geometry all over the model.

 

Any help is much appreciated!

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''not my approximation of it remodeled.'' Why approximation? 3Dmax is accurate enough. It is accurate to the Millimeter. Take the measurements from the Revit file and remodel it. Did the architects tell you to use the Revit file or do u assume that there is no other way? I am an architect and a 1:1 copy would be accurate enough for me....And architects know that Renderings are not construction drawings.

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You can use the Revit model as a base guide and create clean geometry in Max. If your max geometry matches perfectly in-line with the dumpy Revit geometry, how can that not be accurate?

 

Instancer scripts dont' like Revit geometry because of how awful that geometry is. Even the same object sometimes will not have the same vertex order, which is important for instances.

 

If you want to go to Unity and if you don't want to deal with the heavy Revit geometry, you must re-model it in max. That's the only option.

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Thanks for the responses. I should have made something clear in my initial question: the primary reason for sticking with the Revit geometry is that this is an evolving model (only in SD phase right now) and the idea is to be able to provide them with an updated 'video game' version of their model quickly whenever they send me their updated Revit file all through CDs.

 

If I maintain a Revit to 3ds Max link, then these updates will occur automatically. If I manually remodel their Revit model, each time they send me a new one I'll have to go through it and figure out what has changed and manually remodel the new elements myself. This is what I meant by staying accurate-- there's no room for human error if I simply use their geometry. Furthermore, the turnaround time is too quick for this kind of workflow.

 

So I understand that Revit geometry will always be dumpy, but I'm curious if anyone has any tips on making it less dumpy. So far all I've been able to do is:

1) Figure out what should be instanced and make those changes (I think I'm able to do this and still maintain the link to the Revit file)

2) Use the pro-optimizer modifier

 

Thanks for your help.

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I can see your point, we often have wank Revit models that people want to squeeze every last bit of life out of before realising it does actually need to be properly remodelled.

 

I honestly can't help you. I think the best bet is to educate these people on how the software works (or doesn't) and hope that they don't make such ludicrous requests in future. It's the workflow that I've adapted and it's taken a couple of years for it to finally begin to sink in that you can't get everything from a Revit model.

 

I realise this isn't helpful. Best of luck.

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