FBX Export from Revit to 3DS Max

Опубликовано: 17 Октябрь 2024
на канале: Wraith Designz
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In this video I show you how to export a Revit floor plan in 3D form to an FBX file that can be then used to import into 3DS Max, edited, Centered, and then exported Again as another FBX File for use in game engines like Unreal Engine 4. Now I only show you this example from Revit to 3DS Max and not again into UE4, but if you understand the basics of importing FBX files into Unreal Engine 4, that part should not need explanation. This is simply to show you the step by step process I myself use to take any models from Revit and then use each individual one to be exported as FBX files. I will use one core FBX (The small Room with windows and Door) and then isolate which models of the windows and Door we want to use individually. I then center said window or door to its pivot point center, and then move the model to the center of the 3DS Max Grid (x: 0, y: 0, z: 0) so it will be perfectly set up for use within UE4. It may depend on were you want the pivot point within 3DS Max to be centered depending on if you wish to use the windows or doors with the walls currently designed within Revit as part of the core (Small Room) model, your own self made Revit design, or if you want to use them with other projects entirely within UE4. In that case, you want to make sure each window or door model has the pivot point centered and at the bottom of the said window or door so it can be used in many projects within UE4. If not, they will already be set up to use with said Wall models from Revit. So say you choose to make a Modular building set, you would want to make sure once each window, door or other component is centered that it keeps its height ratio in contrast to the wall opening of which it was originally placed within Revit. So if a wall has a window in it, the window model will be in perfect height and centered for that wall piece, so no other pivot editing will be needed. Make sure scaling from program to program is set up prior to using this method within this tutorial and you should be just fine.



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