Posted by MaxStation, 18 March 2011 12:00 am
Tips and tricks on importing Inventor files in 3ds Max.
No need for a licensed copy of Inventor on the same machine
Since 3ds Max 2011 you don't need to have a licensed copy of Inventor on the machine where you want to import Inventor models: During the 3ds Max 2011 install the Inventor Server also gets installed
Preparing the files in Inventor
If there are any problems with the Inventor model, like missing files, it will be hard (or impossible) to resolve them when you're importing the model in 3ds Max. If you encounter problems with the import you need to open the file in Inventor and fix the issues there. That's fine if you have access to a copy of Inventor, but if you don't have access to a copy of Inventor (like when someone sends you the Inventor files and you're doing the visualisation) it helps to get a clean dataset to begin with.
Creating a clean dataset in Inventor
Inventor comes with a very handy command to create a complete dataset: 'Pack and Go', open the assembly file in Inventor, do a file->Save as->Pack and Go. In the dialog select the following options and click on Search Now:
Set the destination path and when you click Start all the files get copied to that folder, click Done to close the Pack and Go dialog. Zip the folder up and pass it on to the person doing the import.
Two object types in 3ds Max: Meshes or Body Objects
When you import the model in 3ds Max you have two options, the Meshes option means that the tesselation of the model is done during the import, you can control how many triangles will be in the imported model by adjusting the Mesh Resolution slider from -10 (fewer triangles) to 10 (more triangles) with 0 being the default.
The new option from 3ds Max 2011 is Body Objects, which means the model comes in as a solid and you can adjust the tesselation for viewport and render independantly. So you can set the viewport tesselation to low and render at a higher tesselation. It may come in handy if specific objects that are near to the camera need more triangles to make them appear smooth, you can adjust the values until it looks good without having to import the Inventor assembly multiple times.

The imported Arbor Press model (from the Inventor tutorial files) imported as a mesh on the left and a Body Object on the right.
Using Shrinkwrap in Inventor
If all you need to do in 3ds Max is render the model and you'd rather not share the inner details you may want to look into shrinkwrapping the model in Inventor. It has options to create a single solid object or keep all the individual solids. You can remove parts by size (to get rid of nuts and bolts) and use hole patching (to fill in the holes where the bolts were). By simplifiying the model you can reduce the filesize and increase the render speed or you can shrinkwrap the model and leave all the details in, the benefit being that you have one file which contains the entire assembly.
For more information see the help files:
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7 Comments
Lenton
Posted 21 March 2011 9:39 am
MaxStation
Posted 21 March 2011 3:37 pm
SuperCoon
Posted 21 March 2011 3:56 pm
magnus.damgren
Posted 19 September 2011 12:47 pm
Use the keep folder heirarchy instead.
MaxStation
Posted 21 September 2011 1:54 am
ilovedoom
Posted 30 August 2012 9:02 am
magnus.damgren
Posted 21 September 2012 7:17 pm
In 2012 body objects work ok, but I do not recommend it as it is hard to do some nice works with them. Found out this the hard way :-)
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