Microstation to Unity

Hello everyone,

I am cirrently in my final year of study and have to study virtual reality. For this, I have export my model (Microstation) to import it into Unity. SO I created an fbx file. However, it is divided into x groups depending on the number of layers present in Microstation. Basically, in Microstation, I have a multitude of elements in the same layer and wouls like to keep this structure in Unity. Nowadays, I have all the objects of the same layer that are grouped together and I can't separate them. The goal is then to apply a database to each of the elements, so if they are grouped together, it won't work. 

I tried with Blender but it doesn't happent automatically and it will take too long to do it one by one, knowing that there are up to 500 of them.

If you have any ideas for help, don't hesitate !

Thank you, Lauralee

  • The correct group in Communities to assist with your issue might depend on the type of "Unity" software you are trying to import it into. I can see on their website there is a BIM product called Unity Reflect which allows FBX import but also Unity Pro has this as well. It may be better to assign it over to the OpenBuildings | AECOsim | speedikon | LEGION forum depending on what you are trying to achieve.

    https://unity.com/solutions/architecture-engineering-construction

    Regards
    Andrew Bell
    Technical Support
    Bentley Systems

  • Thanks Andrew,

    I don't think the problem comes from Unity because I can import the 3D model very well, what is not suitable is that objects of the same category( layout) in Microstation are groupe together and only one object when exporting. It's the same, whatever software I use to import it (Unity, Blender, Unreal Engine).

    Thanks, Lauralee

  • Hello Lauralee,

    For the past few years I’ve had great success with my “Microstation > FBX > Unity > VR” workflow. For me this has become a crucial feature going forward and I hope to see Bentley devoting more and more resources to embracing third party packages like Unity and Unreal. Be that through ever improving FBX exports, to supporting new export standards such as glTF, and supporting translation software such as PiXYZ for Unity and Datasmith for Unreal. I don’t think Bentley can afford to fall behind with this sort of initiative.

    Having said all that, I’m not sure if I fully understand your problem with Layers. When I export my geometry, the FBX file contains meshes based on the Materials that I have assigned inside MicroStation. I assign my materials based on element Layer & Colour combinations which means that I can have different materials assigned to geometry that is on the same Layer and the meshes will be separate once imported into Unity. How are you assigning materials to your geometry inside MicroStation?

    For instance, it is true that if you have the same concrete bollard copied many times throughout your model, then all of those bollards will become one single mesh inside Unity. Is this what you are trying to avoid? If it is then you may have to change your approach and export your model geometry differently. In this case you might need to export a single instance of the concrete bollard as a separate FBX file, import that into Unity and then populate your scene with that concrete bollard manually inside the Unity editor.

    As an aside, I am no Unity expert but as I’ve developed my VR workflow I’ve written up a handy tutorial that goes through the steps needed to create an interactive VR environment. My workflow uses a VR toolkit called “VRTK v3.3” which is getting a little old at this point but it works really well :-) VRTK v4.0 is in development but the documentation is lacking and I’m not knowledgeable enough to work through the issues myself.

    If you are interested in my VRTK v3.3 workflow, I’ve attached a PDF that goes through the steps in a very systematic way.


    Cheers,
    Andrew Novinc.

    Answer Verified By: LO-SURV 

  • Hello Andrew,

    Thank you very much for your answer.

    I did read your Microstation to Unity to VR workflow. It will be useful when I solve my FBX file problem.

    My problem is exactly what you're pointing out in paragraph 3. For my FBX file, all the elements of the same layer have the same materials. So that's why they're grouped together when they're exported, if I understand what you're saying. So I'm going to try to have several different materials in the same layer and let you know the result. How do we export as we go along, as you point out to me, in case differentiating the materials does'nt work?

    I also tried to use the PiXYZ to Unity plugin but it's the same thing so I think the problem comes from the FBX export. I managed to get separate objects with the . u3d format, however, they lose the credentials I had in Microstation which annoys me to then attach a database.

    I'm going to read carefully the workflow that you gave me, it will perhaps allow me to advance in my subject.

    Best Regards,

    Lauralee


  • Indeed, I applied a different material for an object in Microstation and after the export, it is "alone" in Unity. Knowing that I have about 500 parts per file, do you know a method to apply independent hardware to each one?

    Looking forward to reading you,

    Lauralee Orain