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#21 (permalink) |
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Veteran Member
Join Date: Oct 2006
Location: Phx
Age: 31
Posts: 585
Name: Jonas Callewaert |
here is the export each layer to SAT script i mentioned
also i threw in another one i like that exports hidden blocks to individual files zoomed extents.
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#22 (permalink) | |
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Moderator
Join Date: Nov 2002
Location: San Francisco
Posts: 2,916
Name: travis schmiesing |
Quote:
Thanks, Travis.
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#23 (permalink) |
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Moderator
Join Date: Nov 2002
Location: San Francisco
Posts: 2,916
Name: travis schmiesing |
I don't mean to sound like a lunatic when posting to this thread, it is just out of frustration. It seems like every year new things come out that are supposed to make our life easier, but often it requires a lot of initial work in order for them to make life easier. At least in my opinion. Maybe I am trying to be a little to ideal to my situation.
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travis schmiesing |
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#24 (permalink) |
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Veteran Member
Join Date: Oct 2006
Location: Phx
Age: 31
Posts: 585
Name: Jonas Callewaert |
they are scripts for working with 3d DWG or native files out of Rhinoceros to get you solid NURBS geometry for Revit or other.
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The most necessary/useful piece of learning is that which unlearns what is untrue: 'evil' may be acquiring Happiness through virtue which is based on knowledge!/? |
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#25 (permalink) |
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Moderator
Join Date: Nov 2002
Location: San Francisco
Posts: 2,916
Name: travis schmiesing |
Ahh, I see. I thought they were script for getting clean SAT geometry out of Revit. My fault.
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travis schmiesing |
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#26 (permalink) | ||
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Moderator
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Quote:
Quote:
Also, has anyone been able to deal with the parenting problem that the dwg work-flow creates? I have tried several times to get the dwg cleanup script to work but it just doesn't appear to do anything at all, at least not in Max 2009. Also, exploding all the blocks in ACAD doesn't work because the resulting import to max ends up as a wireframe only, no surfaces. Other challenges are how to deal with the materials. In the dwg work-flow if materials could be mapped to layers that would be great but we can't see a way of doing that. In the FBX work flow I get multiple copies of materials assigned where only one should be. Lastly, we have had issues trying to only export the shell of a building with all the high detailed guts (toilet fixtures, interior stairs and railings, etc.) stripped out, without removing the necessary things like curtain walls etc. I think this is something that the revit guys need to work out but it's an issue for us right now.
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#28 (permalink) |
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Senior Member
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We have had some success with cleaning up the dwg export in acad before going into Max. The key for us is to use the filter command to explode only blocks, not everything. Run a filtered explode several times followed by a good purge, then I like to import into Max by layer name and we end up with just the number of objects as there are layers.
The downside is we are finding that exploding some blocks messes with the geometry. Occasionally we'll find geometry missing from the buiding because of the explode process. I'm not enough of a cad/revit guru to know why some blocks can be exploded safetly and some cannot, but the process trims the model down considerably, so we take the risk and double check afterwards. I know ADESK keeps pushing the material transfer perk of FBX, but most models I get are terrible material-wise anyway. Colin |
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#29 (permalink) |
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Member
Join Date: Nov 2007
Location: Bergen
Posts: 37
Name: Kristian Botnen |
Seems there are no solution to the Block style issue yet? Anyone know a way to get to select all those object in a max scene? For the sake of just delete them. If everything is converted to mesh or poly those blocks could just be deleted, right?
-K- |
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#30 (permalink) |
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Moderator
Join Date: Nov 2002
Location: San Francisco
Posts: 2,916
Name: travis schmiesing |
I would highly recommend isolating each material type, dropping any instancing, and attaching the objects by material.
The model I am working on right now had 79,000 individual object, and several were instanced. This model took about 15 minutes to open. If you know Max, you should know that it hates lots of objects. It does not mind lots of poly's, but it hates lots of objects. I attached these object to each other by material. I didn't do all the objects, but I did do most of them. I now have about 1,000 object. The file now opens in less than 1 minute, and I can move around almost as if there were no geometry in the scene. This should also cancel out the block objects.
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