Revit® and Cryengine 3

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Revit® and Cryengine 3 First Person BIM Revit® and CryEngine 3 Jeffrey A. Pinheiro, LEED AP www.BIMAfterDark.com First Person BIM: Revit and CryEngine 3 1 ® Revit and CryEngine 3: First Person BIM Introduction My interest in the overlap of technology and architecture influences every aspect of my life. Virtually interacting with architecture, even before it is constructed, is the next step in architectural visualization, presentation, and technology. I believe that video game platforms (such as CryEngine 3) are a perfect bridging medium for virtual interaction with architecture. Taking a building information model into a lightweight, highly detailed, and intuitive graphics gaming engine will allow users to interact with their buildings in a very unique way as well as creating a photo‐realistic representation of the building. Imagine walking into a conference room full of men and women in business attire who are awaiting your pitch for their new office building. Now, imagine after a day full of architects and engineers, just like yourself, presenting PowerPoint's and foam core mounted presentations you hand them an X‐Box (or Playstation) controller. The client now has the ability to interact with what are normally a few strategically placed still renderings or fixed path animations. Furthermore, they can interact using a controller or interface I guarantee a high percentage of them know how to use. In this e‐Book you will learn how to: 1. Prepare your Revit model for use with 3DS Max 2013 and CryEngine. 2. Properly import your Revit model into 3DS Max 2013. 3. Prepare your 3DS Max model for CryEngine. 4. Applying Materials (Two Options). 5. Export your 3DS Max model. 6. Utilize your model within CryEngine. The file I will be using for this e‐book is the famous Revit Architecture Sample House. It will most likely be located in your Revit install directory within the "Samples" folder. My file was found here: First Person BIM: Revit and CryEngine 3 2 "C:\Program Files\Autodesk\Revit 2013\Program\Samples\ rac_basic_sample_project.rvt" Additionally, I am going to assume you have downloaded, read, and followed the install instructions for both CryEngine and the CryEngine tools for 3D Studio Max 2013 (see "Resources" section at the end of this e‐book for URL's. Prepare you Revit Model for Use with 3DS Max 2013 and CryEngine Unfortunately, there is no direct exporter from Revit into CryEngine. There is an FBX importer (see "Resources" at the end of this e‐book) that has been tossed around the forums but it only allows single elements from Revit to be imported. For example, if you wanted to import a curtain wall system you would have to export each individual mullion to their own FBX files, import them into CryEngine, and rebuild them inside the engine. That is definitely not a process worth utilizing. Fortunately, the connection between Revit and 3DS Max has been greatly improved for the 2013 (or later) releases of the software. Whether using the suite workflow options or linking options 3DS Max becomes simply an extension of Revit. The method I will illustrate in this e‐book is the linking method in the assumption that not everyone has the access to Autodesk's Suite Workflow. Before we can link our Revit file into 3DS Max there are some important things to keep in mind when preparing the Revit file: Remove as Many Warnings as Possible A warning inside of Revit will usually have something to do with bad modeling practices. Although some of the warning may have no effect on the downstream use of the model some of them will. Try to remove most of the warning before linking into 3DS Max. Pay Careful Attention to Your Materials When we import the Revit Model into 3DS Max we will be combining the elements by Material. This will help us not only export the model elements for use with CryEngine but make applying materials much more simple. Therefore, understand that whatever material name you give an element (or series of elements) inside of Revit will be its object definition inside of 3DS Max and CryEngine. For example, if all of your walls are Generic 8" walls they will be brought into 3DS Max as a single object called "Default Wall". Additionally, if you want some of those walls to be different materials within CryEngine then they must have a different material within Revit. Remove Your Topography The terrain tool inside of CryEngine is eons better than the Topography tool inside of Revit. You will not be using any of the building pads, topography, trees, entourage, or split surfaces from your Revit model. I suggest deleting them completely from your Revit model. If you plan on using the Revit model and topography later then create a dedicated 3‐D view for CryEngine/3DS Max and hide all of the topography and site components. First Person BIM: Revit and CryEngine 3 3 Properly import your Revit model into 3DS Max 2013 1. Launch 3D Studio Max 2013 (or later). 2. Before importing your Revit model set the units of the Max project to Centimeters. Select "Customize" on the tool bar and click "Unit Setup...". (Figure 1) 3. In the "Display Unit Scale" area of the Units Setup dialogue select "Metric" and "Centimeters" in the pull down menu. (Figure 2) Click "OK" to finish. Figure 1 Figure 2 4. It is now time to import your Revit model. Click the application button (the 3D Studio Max logo to the top left of your screen). Select the arrow to the right of "Import" and select the "Link Revit" option. (Figure 3) First Person BIM: Revit and CryEngine 3 4 Figure 3 5. The "Manage Links" window will now appear. Click "File..." and browse for your Revit file. Before clicking "Attach this file" navigate to the "Presets" tab. (Figure 4). Figure 4 First Person BIM: Revit and CryEngine 3 5 6. In the "Named Presets" window select the preset titled "Autodesk Revit ‐ Combine by Revit Material". Now, select the "Modify" button. (Figure 5). Figure 5 7. Uncheck all of the boxes within the "Objects" area and check all of the boxes in the "Materials" area as shown below. (Figure 6). First Person BIM: Revit and CryEngine 3 6 Figure 6 8. Click "Save" and return to the "Attach" tab of the "Manage Links" window. Select "Attach this file" (Figure 7). First Person BIM: Revit and CryEngine 3 7 Figure 7 9. You should now see your Revit model in all four viewports of 3DS Max similar to Figure 8, below. Figure 8 First Person BIM: Revit and CryEngine 3 8 Prepare your 3DS Max model for CryEngine The Revit model is now imported into your 3DS Max file. First, save the 3DS Max File. It will make your life and CryEngine's life much easier if you save the 3DS Max file to your specified "Objects" directory inside of the CryEngine folder. For example, I saved mine to this location (I created the folder called "Mastering Tutorial"... "C:\Users\Jeffrey A. Pinheiro\Desktop\CryEngine_3.4.3.5047\Game\Objects\Mastering Tutorial" The following section will demonstrate how to take your Revit geometry that is now imported into 3DS Max and prepare it for use within CryEngine. 1. When there is a lot of objects in a scene I like to isolate the geometry I am working with. 3DS Max has an isolate selection object similar to Revit. Select the object you would like to isolate. For this tutorial I am going to use the "Glass" object. (Tip: Press the "H" key to see a list of all active object in a 3DS Max scene and highlight the object(s) you would like to select). Once you have selected the object called "Glass" right lick and select "Isolate Selection (Figure 9). Figure 9 First Person BIM: Revit and CryEngine 3 9 2. The glass should now be isolated and the only element visible. Select the glass. Hit the "Modify" tab on the "Command Panel" (See Figure 10 below). Now, pull down the "Modifier List" and select "Edit Poly". (Figure 10). Figure 10 3. Your glass object is now an Editable Poly. This is important because we need to select the faces of the object and assign them a Material ID. Activate the "Polygon" option in the "Selection" panel (Figure 11). First Person BIM: Revit and CryEngine 3 10 Figure 11 4. Now, hit "Ctrl + A" on your keyboard to select all of the faces in view. Navigate to the "Polygon: Material IDs" section within the Command Bar to the right. Type a "1" in the "Set ID:" textbox (Figure 12). Figure 12 5. Deselect the Polygon option you selected during Step 3. Now the Glass object should be selected instead of its polygons. Right click the object and navigate to the "Clone" command. (Figure 13). First Person BIM: Revit and CryEngine 3 11 Figure 13 6. Select the "Copy" option in the "Object" area (Figure 14). You can rename the new object if you like. I named the new object "Glass ‐ Proxy" because it will represent the physics proxy object within CryEngine. A physics proxy is the geometry used for collision detection in a video game engine. Figure 14 First Person BIM: Revit and CryEngine 3 12 7. Finally, repeat steps 3 and 4 with the new "Glass ‐ Proxy" object with the exception of setting it's material ID to "2" (Figure 15). Figure 15 Well, that was fun, huh? I'm sorry to inform you that this must be done for every single object you plan to import into CryEngine (which would most likely be the whole building)! For the sample file we are using you would have to repeat the aforementioned 7 steps 50 times! The very first time I took on the task of importing a Revit model into CryEngine I repeated those 7 steps 63 times.
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