Okino Computer Graphics created the first and primary 3D conversion system for professional SketchUp users starting in 2005, in conjunction with the original SketchUp developer before @Last Software was sold to Google and then to Trimble. As such it is highly refined, fully robust and overcomes all the oddities involved with converting 3D data into the SketchUp software. PolyTrans-for-SketchUp runs independently of SketchUp to cross convert between all the major 3D CAD, DCC/Animation and VisSim file formats (as explained, you cannot 'convert' from SketchUp to MCAD modellers such as SolidWorks, ProE, etc. As editable solids or high-order trimmed NURBS surfaces). Okino software is targeted primarily towards professional 3D users such as the likes of Disney, NASA, JPL, ILM and 30k other similar corporate, aerospace, automotive, military & mid-level animation users. It is not targeted towards home users or 3D enthusiasts.
Apr 01, 2007 Importing.max Into C4d? Try the fbx plugin for 3dsmax and save your file as.fbx then import to c4d. In 3DS max, is there any way to. Import C4d Files Into 3ds Max 8 Torrent. Import C4d Files Into 3ds Max 8 Review. Minecraft Model Pack. These are all free to download as well, except the paid rig at the end but there's also a free rig up for download so don't worry if you don't want to or aren't able to pay for anything. You can use these anywhere you want.
Our prices are kept in the 'lower price end' of the 3D professional software market, in the US$395 to US$905 range, for which we heavily subsidize the price of our dozens of CAD modules to be affordable to the mid- and upper-end 3D professional user. As much as we support all the major and well known 3D file formats, our most requested conversions are for,,, (for AutoCAD, Revit, NavisWorks and Inventor),, and into SketchUp, as well as the bi-directional conversion between the key DCC/Animation programs and SketchUp (such as,,,, and ///). The SketchUp 3D File Export Conversion System Okino's SketchUp export conversion system intelligently and robustly creates native SketchUp files from almost every 3D CAD, DCC, animation and VisSim program, such as: (via PolyTrans-for-3dsMax), (via PolyTrans-for-Maya),,,,,,,,,, (most ideal for AutoCAD, Navisworks, Revit and Autodesk Inventor),,,,,,,,, (protein database),, (using real PTC Creo, not reverse engineered software),,,,,,, (from PDF),, and (if you don't see your required format then just email us and we'll explain the standard conversion route for that program or file format). Further references on the Okino WEB site: • SketchUp export conversion • • Supported • • • Download The SketchUp 3D File Import Conversion System Okino's SketchUp import conversion system intelligently and robustly converts SketchUp models (including embedded texture images) into a plethora of professionally supported 3D export file formats and programs such as: (via PolyTrans-for-3dsMax), (via PolyTrans-for-Maya),,,,,,,,,,,,,,,,, (for 3D PDF),,,,, and (if you don't see your required format then just email us and we'll explain the standard conversion route for that program or file format). Further references on the Okino WEB site: • SketchUp import conversion • Supported • • Download.
Yes, we license and embed a full version of the real Dassault Systemes CATIA v5 software inside of our CATIA v5 ->SketchUp conversion system. However, it is primarily purchased by companies like NASA, Microsoft, GM, Sikorsky, Lockheed Martin, etc. Download Aplikasi Stickit. Due to it being more expensive for what SketchUp users typically want to spent on such complex CAD conversion software. We fully subsidize the cost of the software, and the CATIA v5 importer, so that it isn't sold at the industry-norm costs of US$7000. • to post reviews.
Okino Computer Graphics is a well known and respected pioneer of 3D data translation software used throughout the 3D professional software world. Our primary name-branded product, PolyTrans CAD+DCC, is the leading data translation system with many ten's of thousands of professional companies as its prime user base. Our software works 'out of the box' for the most massive, complex & demanding of mission critical 3D conversion tasks. Okino is an engineering R&D company for which we tailor and specialize our software to each and every customer - those purchasing our software will invariably come to us with a stated or unstated 'conversion problem to resolve' and we will use our 25+ years of experience to provide the most logical & exacting solution.
If you make your 3D objects in 3dsMax, you can save your.max files directly into your Project or export them into Unity using the Autodesk.FBX or other generic formats. Unity imports meshes from 3ds Max. Saving a Max file or exporting a generic 3D file type each has advantages and disadvantages see • All nodes with position, rotation and scale.
Pivot points and Names are also imported. • Meshes with vertex colors, normals and one or two UV sets (see below). • Materials with diffuse texture and color. Multiple materials per mesh. • Animations. Windows Server 2003 R2 Sp2 64 Bit Iso Download. • Bone based animations (see below).
To manually export to FBX from 3DS Max • Download the latest fbx exporter from and install it. • Export your scene or selected objects ( File->Export or File->Export Selected) in.fbx format. Using default export options should be okay. • Copy the exported fbx file into your Unity project folder. • When you switch back into Unity, the.fbx file is imported automatically. • Drag the file from the Project View into the Scene View. Exporter options Using default FBX exporter options (that basically export everything) you can choose: Embed textures - this stores the image maps in the file, good for portability, not so good for file size Default FBX exporter options (for fbx plugin version 2013.3) Exporting Bone-based Animations There is a procedure you should follow when you want to export bone-based animations: • Set up the bone structure as you please.
• Create the animations you want, using FK and/or IK • Select all bones and/or IK solvers • Go to Motion->Trajectories and press Collapse. Unity makes a key filter, so the amount of keys you export is irrelevant • “Export” or “Export selected” as newest FBX format • Drop the FBX file into Assets as usual • In Unity you must reassign the Texture to the Material in the root bone When exporting a bone hierarchy with mesh and animations from 3ds Max to Unity, the GameObject hierarchy produced will correspond to the hierarchy you can see in “Schematic view” in 3ds Max.
One difference is Unity will place a GameObject as the new root, containing the animations, and will place the mesh and material information in the root bone. If you prefer to have animation and mesh information in the same Unity GameObject, go to the Hierarchy view in 3ds Max, and parent the mesh node to a bone in the bone hierarchy. Exporting morph targets (blend shapes) from Max • Ensure you have the Morpher Modifier applied to the export mesh with appropriate morph targets set up in the Channel List • Animate keyframes on the Export mesh/modifier only if you require animation • Check animation >Deformations, Skins if required and then Morphs in the FBX export dialogue Exporting Two UV Sets for Lightmapping 3ds Max’ Render To Texture and automatic unwrapping functionality can be used to create lightmaps.
Note that Unity has built-in, but you might prefer using 3dsmax if that fits your workflow better. Usually one UV set is used for main texture and/or normal maps, and another UV set is used for the lightmap texture.
For both UV sets to come through properly, the material in 3ds Max has to be Standard and both Diffuse (for main texture) and Self-Illumination (for lightmap) map slots have to be set up: Material setup for Lightmapping in 3ds Max, using self-illumination map Note that if object uses a Shell material type, then current Autodesk’s FBX exporter will not export UVs correctly. Alternatively, you can use Multi/Sub Object material type and setup two sub-materials, using the main texture and the lightmap in their diffuse map slots, like shown below. However, if faces in your model use different sub-material IDs, this will result in multiple materials being imported, which is not optimal for performance. Alternate Material setup for Lightmapping in 3ds Max, using multi/sub object material Troubleshooting If you have any issues with importing some models: ensure that you have the latest FBX plugin installed from or revert to FBX 2012.