This site is not sponsored or endorsed by, or affiliated with, Autodesk, Inc.



Sunday, 19 September 2010

06.26 Revit to FBX to 3Ds Max to Bad Ass Walkthrough

In this post i shown you in 20 minutes how to setup your own rendered Walkthrough by
  • Exporting a .FBX file type from the default 3D view in your revit model.
  • Then we import the .FBX file in 3Ds Max.
  • We set a new camera for the walkthrough, move it to the correct height and change the camera lens size to 28mm. 
  • The next step is  change the time configuration to have 500 frames and frame rate of 25 frames per second.
  • We then move the time slide and select autokey, once red we can move the camera and target. we repeat this five times, you can do more depending on what walkthrough path you want to use.
  • Now we enter the render setup dialogue, set the preset to Mental ray-daylighting, and render one frame to see if the preset works correctly.
  • Now we change the render settings to render all frames in the time segment, select a file name, location and file type(AVI) to be save, select the Codex to compress the video and then select render.
That's it, these walkthroughs can be setup in no time and have a great end result. Below is the setup and final output video(towards the last 20 seconds). Give 10-15 hours overnight for the walkthrough to finish. my laptop with 2gb of ram took about 14hours, my workstation of about 4gb ram will do it in about 8 hours. if you can setup a render farm at work it will reduce the time massively. 1 computer = 15Hr, 2 computers = 7.5 hours, 5 computers = 3 hours etc.

Enjoy

6 comments:

Danny said...

Another great tutorial. By the way, I've found that if I shut off all RPCs in Revit 2011 before exporting the fbx file, it works just fine with Max 2011.

Peter McCarthy said...

Danny,

Thats interesting, i must give it a try. 3Ds Max is new for me so i am still trying to tie down all the setting and best practice etc. Please add as many tip or comments that you can.

Cheers

Pete

Gustavo Mello said...

Thank you one more time Peter. I´m a max user and think i can help with some tips:
-when animating, i usually place the camera target at the center of the building so you don´t need to adjust it every time. In fact i usually use a free camera and rotate it, as if it was a real cam.
-when the camera is selected you can right click and choose to select the target (easier than look for it between all model lines). Another good practice is to use the selection filter (a box on the top where by default it´s written "all") ajusted to "camera" so you can select the target even when you can´t see it and assure you won´t move anything else by accident like you did with the floor while trying to move the camera. In fact this happened because the move tool is a "select and move" tool.
-You don´t need to turn on and off auto key every time, you can move forward on the timeline with this option activated and make more camera moves. You just have to be careful not to move objects (or change parameters) that won´t be animated with autokey on.

Hope it´s usefull,
Gustavo Mello

Peter McCarthy said...

Very Helpfull Gustavo, i must give these settings a try.

Cheers

Pete

Gustavo Mello said...

Peter, if you want to go deeper in max, i recommend you to look to animation constraints like "path constraint" and "lookat constraint". With these two you can draw a spline and tell the camera to follow it (path constraint) while keeping the eye on a defined object (lookat constraint), like a dummy, wich can be animated too. With this set you can graphically control the speed via the curve editor (right click with the camera selected). In the lookat options you can set many lookat targets you need and control and animate the weight of each one.
i personally love to animate this way even it´s a bit complicated for simple animations.
i´ll try to write a little tutorial on this, i can´t promise it will be soon because i´m little busy right now.

Peter McCarthy said...

Excellent stuff, i look forward to seeing the tutorial in the future.

Pete