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Support for unlicensed users => Post here if you can't find your License Key => Topic started by: Philip Kelly on December 28, 2010, 10:04:23 pm

Title: Why not Use MAx collada Exporter of FBX ?
Post by: Philip Kelly on December 28, 2010, 10:04:23 pm
Ferry

 

Belated Happy Christmas to you and a Happy New Year also.

 

Can I ask you, you advise to download a collada exporter and the FBX.

Why not use the native one in MAX 2011?

Is there a reason?

 

Did you ever find out who did the voice on your tutorials ?

 

Thank you

 

phil 
Title: Why not Use MAx collada Exporter of FBX ?
Post by: Ferry on December 28, 2010, 10:48:49 pm
Remko made the tutorials and he found some polish internet voice.

 

I don't really know which collada exporter is best. I would say use the one that works best for you. I think that Artur might have tried those and thought they where working correctly. I tried to find the voice website for you but couldn't find it so I'll have to wait till next week to ask Remko himself.
Title: Why not Use MAx collada Exporter of FBX ?
Post by: See3D.be on December 29, 2010, 12:30:32 am
Best results you get with the opencollada exports

http://code.google.com/p/openc.....loads/list

 

I found out that the standard max collada exporter seams to use a different file notation for texture reference with relative paths.

Also the open collada format is most used when developing the import system.
Title: Why not Use MAx collada Exporter of FBX ?
Post by: Philip Kelly on December 30, 2010, 01:45:21 pm
OpenCOLLADA_3ds_Max_1.3.0.rc.7z

 

What sort of  an extension is that ?

and there is no 64 bit version unless this works with it.

Any ideas?

phil
Title: Why not Use MAx collada Exporter of FBX ?
Post by: See3D.be on December 30, 2010, 03:16:19 pm
looks like there is 64bit..

http://code.google.com/p/openc.....n=2&q=

 

7Z is a 7-Zip Compressed File

Can be opened with for example winrar
Title: Why not Use MAx collada Exporter of FBX ?
Post by: Philip Kelly on December 30, 2010, 10:37:34 pm
Thank you for that.

I brought a very large model in today.

2km x 1km in size.

Came across some issues as it looked too big for the world platform it was sitting in to ie flat terrain.

It was a very large block model master plan.

 

Is there a limit to the space a model can occupy with in the terrain?

 

Thank you

 

phil
Title: Why not Use MAx collada Exporter of FBX ?
Post by: See3D.be on December 31, 2010, 12:02:49 am
Yes there is now a world size limitation.  0.5km (or was it 1km..)
Title: Why not Use MAx collada Exporter of FBX ?
Post by: Ferry on December 31, 2010, 08:06:49 am
You can bring in any model. We clip at 4 km distance but you should still be able to place it. You can paint the lumion base terrain in a 2kmx2km terrain. But you can place bigger models inside.

 

You might need advanced move to move your model more easily.
Title: Why not Use MAx collada Exporter of FBX ?
Post by: pjhammond on January 05, 2011, 03:00:00 pm
Did you manage to find out the voice website
Title: Why not Use MAx collada Exporter of FBX ?
Post by: Ferry on January 05, 2011, 03:10:06 pm
Yes http://www.ivona.com
Title: Why not Use MAx collada Exporter of FBX ?
Post by: See3D.be on January 05, 2011, 04:34:53 pm
Another good option is textaloud and ATT voices
Title: Why not Use MAx collada Exporter of FBX ?
Post by: Philip Kelly on January 06, 2011, 05:12:05 pm
Thank you for the voice i think it is very good.

 

Phil
Title: Why not Use MAx collada Exporter of FBX ?
Post by: Philip Kelly on January 07, 2011, 11:09:07 am
I can not get the Open colada to unzip with rar says it's currupt.

I have found fbx  is not clean and no textures come in.

So what is the best option for max 2011 to lumion3D.

it seems sketchup is much cleaner and simpler to bring in why is that?

 

phil
Title: Why not Use MAx collada Exporter of FBX ?
Post by: Aaron on January 07, 2011, 11:16:17 am
What kind of problems do you run into with max2011 .fbx Philip?

I've exported dozens of very complicated meshes like this and have had zero problems thusfar.

Perhaps I've been lucky...
Title: Why not Use MAx collada Exporter of FBX ?
Post by: Artur Brzegowy on January 07, 2011, 12:01:52 pm
Hi Philip,

This is OpenCollada RC in zip format:

http://support.quest3d.com/ima.....3.0.rc.zip

 

Just copy COLLADAMaxNew.dle file to your plugins folder (ex. Program Files\Autodesk\3ds Max 2011\stdplugs).

Let me know if it works for you please.
Title: Why not Use MAx collada Exporter of FBX ?
Post by: Philip Kelly on January 07, 2011, 06:23:45 pm
Probably a bigger chance that I am being Thick.

Artur Brzegowy said:


Hi Philip,

This is OpenCollada RC in zip format:

http://support.quest3d.com/ima.....3.0.rc.zip

 

Just copy COLLADAMaxNew.dle file to your plugins folder (ex. Program Files\Autodesk\3ds Max 2011\stdplugs).

Let me know if it works for you please.



Title: Why not Use MAx collada Exporter of FBX ?
Post by: cpercer on January 08, 2011, 05:48:28 am
I can't speak to the effectiveness of an .fbx from Max 2011; however, when using the FBX export from Revit 2011 I find the textures do not appear and stranger than that, geometries with differing materials are often combined so a wall and a window are highlighted together in the Lumion material editor.
Title: Why not Use MAx collada Exporter of FBX ?
Post by: Artur Brzegowy on January 08, 2011, 09:09:08 am
@cpercer

Currently Revit exports FBX in a special way where materials could be read only by 3D Studio Max importer. This is reason why textures not appear.

For now the best method to save materials is to export from Revit to 3D Studio Max and then export from Max to DAE or FBX.

 

We keep eye on this issue, and we will fix it as soon as it is possoble.