3ds Max and Revit Interoperability - Part 07 - Working with Revit Cameras

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Industry
  • Design Visualization
Subject
  • 2015
  • Interoperability
Products
  • 3ds Max
Skill Level
  • Intermediate
Duration
7 min

3ds Max and Revit Interoperability - Part 07 - Working with Revit Cameras

In this tutorial, we will explore Revit cameras and how they transfer with 3ds Max.


Notes

  • Recorded in: 3ds Max 2015
  • This tutorial is intended for use with 3ds Max version 2015 or higher.

Transcript

00:00:06 --> 00:00:10
Mostly, your Revit model is now cleaned up and ready for transfer.

00:00:11 --> 00:00:17
There will always be some tweaks to be done, usually with materials, but these can be done in 3ds Max.

00:00:18 --> 00:00:23
However, there is still one aspect we didn't talk about, and that's lighting and cameras.

00:00:23 --> 00:00:33
Both applications have two major light distinctions: man-made lights (or artificial lights), and lights that simulate Daylight (Sun and Atmosphere).

00:00:33 --> 00:00:40
However, we'll cover lights in more detail shortly. First let's tackle the easier subject: Cameras.

00:00:41 --> 00:00:44
Both applications enable you to create camera shots.

00:00:44 --> 00:00:51
Arguably, this process is more flexible in 3ds Max but a long-time Revit user may not agree with that statement.

00:00:51 --> 00:00:59
Be that as it may, what you need to remember is that although Revit does allow you to create multiple camera shots within one scene,

00:00:59 --> 00:01:02
only one camera is transferred to 3ds Max at a time.

00:01:03 --> 00:01:08
This said, you can create and animate as many cameras as you want within 3ds Max.

00:01:09 --> 00:01:16
To demonstrate all this, we'll use a simple scene to learn about this workflow. It will be faster and make manipulation far easier.

00:01:17 --> 00:01:27
This Revit scene named room.rvt is indeed very plain. It has a simple structure made of a terrain, a couple of floors and a few walls.

00:01:27 --> 00:01:31
A curtain wall at the front lets us have a peek inside.

00:01:31 --> 00:01:41
There is also a ceiling with 4 lights attached. These are what I referred to earlier as artificial lights and they have a bearing on the workflow.

00:01:41 --> 00:01:48
At this time, you're looking at an orthographic generic 3D view. You'll add a couple of cameras in the scene:

00:01:49 --> 00:01:53
Go to the Level 1 Floor by double-clicking it in the Project Browser.

00:01:54 --> 00:02:00
From the View menu, under 3D View, choose Camera.

00:02:00 --> 00:02:05
Click a camera point in the lower left corner and then a target point inside the project.

00:02:06 --> 00:02:09
A moment later, the camera displays what it sees.

00:02:10 --> 00:02:14
You can make further framing adjustments until you are happy with the shot.

00:02:15 --> 00:02:21
It's also a good idea to give the shot a name, this translates into a specific camera name in 3ds Max.

00:02:21 --> 00:02:25
Name this one: Camera Exterior.

00:02:27 --> 00:02:33
Go back to the Level 1 Floor and create a new camera inside the room looking out.

00:02:38 --> 00:02:42
Name this one: Camera Interior.

00:02:43 --> 00:02:49
Now you can switch from one 3D view to another by double-clicking the appropriate entry in the Project Browser.

00:02:49 --> 00:02:55
As you will see in a moment, only the active 3D view is transferred with the .fbx file.

00:02:56 --> 00:03:02
Go back to the generic 3D view for the moment and export your scene to an FBX file.

00:03:03 --> 00:03:07
Name it: myroom.fbx

00:03:07 --> 00:03:16
Note: If you don't have Revit installed, a similar FBX file named "room_cam-gen.fbx" has been provided.

00:03:18 --> 00:03:24
In 3ds Max, use Import > Link to link to the FBX file you just created.

00:03:25 --> 00:03:30
Use the Combine by Family Type method as you've done before.

00:03:30 --> 00:03:34
Click Yes to dismiss the Exposure Control reminder; we'll deal with that shortly.

00:03:35 --> 00:03:38
The scene is now loaded; zoom back a bit to view the contents.

00:03:39 --> 00:03:44
Obviously the geometry is there, you can also see the assembly representing the Daylight System.

00:03:45 --> 00:03:52
In addition, there is a single camera present and this camera represents the Revit viewport at export time.

00:03:52 --> 00:04:01
If you select it, you can see its name: 3D View: {3D}. This is just a generic name since you haven't renamed that shot in Revit.

00:04:01 --> 00:04:04
The two other cameras are nowhere to be seen.

00:04:04 --> 00:04:13
Press C to see what the camera is looking at; this is certainly the same shot as in Revit, albeit a bit too close to the structure.

00:04:14 --> 00:04:17
Go back to Revit and switch to the interior shot.

00:04:18 --> 00:04:21
Export the file again and overwrite your FBX file.

00:04:22 --> 00:04:30
Note: If you don't have Revit, a similar FBX file named: "room_cam-int.fbx" has been provided.

00:04:32 --> 00:04:36
Now use the Manage Links dialog to reload the scene.

00:04:38 --> 00:04:45
Notice the new camera placement. If you're having problems seeing it, press F3 to view the scene in Wireframe mode.

00:04:46 --> 00:04:50
If you need to orbit around, use Alt+MMB.

00:04:51 --> 00:04:57
In fact, select the new camera and verify that its name matches the corresponding view in Revit.

00:04:57 --> 00:05:06
Again, press C to view the new angle. It matches the Revit shot. If you want, you can use Shaded mode again using F3

00:05:06 --> 00:05:09
Let's try it one more time with the exterior shot:

00:05:11 --> 00:05:15
Set the Exterior shot in Revit current and export the file again.

00:05:15 --> 00:05:22
Note: If you don't have Revit, a similar FBX file named: "room_cam-ext.fbx" has been provided.

00:05:23 --> 00:05:27
Again, reload the file in 3ds Max.

00:05:28 --> 00:05:36
At this point, you are still inside the room but if you zoom back and orbit around, you'll notice a new camera named 3D View: Camera Exterior.

00:05:36 --> 00:05:42
Press C to take a look through its lens and you can see it matches the shot in Revit.

00:05:42 --> 00:05:50
More significantly, you'll notice that with every reload you did, a new camera replaces the old one that gets removed from the scene.

00:05:51 --> 00:05:57
However, a camera created inside 3ds Max is not affected or deleted at reload time.

00:05:58 --> 00:06:03
To demonstrate, create a Target Camera using a simple click and drag.

00:06:08 --> 00:06:11
Now reload the FBX file, even though it hasn't changed.

00:06:16 --> 00:06:22
Notice that the 3ds Max camera named Camera001 does not get deleted in the process.

00:06:22 --> 00:06:28
So, what conclusions do we draw? First, camera creation is fairly easy in both applications.

00:06:29 --> 00:06:38
Second and most importantly, although you can create multiple cameras in both applications, only one camera is transferred through FBX protocol.

00:06:38 --> 00:06:46
Which brings us to the other rendering aspect to tackle: lighting, and how it transfers from Revit to 3ds Max.

00:06:46 --> 00:06:48
This is what you do in the next movie.
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Tags
  • 3ds Max
  • 2015
  • Interoperability
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