FBX exporter different between SS4 and CONNECT

I'm exporting a 3d file with reference files to FBX format for importing into Lumion 8.5.

I've done it in both AECOsim V8i SS6 and AECOsim CONNECT U10, and they export the materials differently.

In Lumion, the materials include the name of the reference file that the element is a part of. But SS6 and CONNECT treat the reference file names differently.

The reference file is "Terminal_Interior_Second-Retail.dgn" with the Model being "Option 1", and the Logical name of "Interior".

Exporting from SS6, the material name in Lumion is Glass_Frosted_Ref_Interior_Terminal_Interior_Second-Retail.dgn_Option_1_momo_vis.

But exporting from CONNECT, the material name in Lumion is Glass_Frosted_Interior_Second-Retail.dgn_Option_1_momo_vis.

It looks like SS6 includes the Logical name, while CONNECT doesn't. Why are they different ?

Regards

Michael.

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  • Hi, 

    It's 5 months ago that we posted this very important bug. In the latest version of MicroStation (2018 R4), it still appears. The UV's / material projection becomes a mess when exporting geometry to fbx. Can this bug be fixed (soon?)? 

    The big advantage of Connect is the better dealing with big models. If we can't use this models in specialized (Render / Game engines) applications for exacting clients, why should we use it instead of Select Series 4?

    And please Bentley, integrate the good old Maxwell exporter in Connect. 

    Regards Louis 

  • And please Bentley, integrate the good old Maxwell exporter in Connect. 

    How can I not add to this request, I too would love an updated Maxwell exporter for MicroStation :-)


    Chris Zakrewsky is the guy in the best position to update the Maxwell exporter for MicroStation Connect but Next Limit themselves have stopped supporting plugins for quite a few modeling packages. If anything was to happen, I think Bentley would have to contract Chris to do the work.

    With regard to the FBX exporter, this is a crucial feature for my MicroStation-Unity-VR workflow. There needs to be so much more functionality added to it, things like:

    - The ability to customise materials names. In particular, I would love to strip away ALL of the superfluous file name stuff  and only include the literal material name. The current naming scheme causes too much material name duplication inside Unity :-(
    - The ability to add UV texture co-ordinates to geometry that uses a material that does not contain a texture. This would help enormously in the generation of light maps in Unity.
    - The ability to generate a second channel of UV co-ordinates for ALL geometry that Unity could use for light baking.
    - I don't know if the Connect edition exports to the latest FBX version but the output from MicroStation SS3 has missing materials in Blender. Thankfully Unity has been fine so far.
    - Unrelated to the FBX exporter but still a crucial issue, MicroStation needs to fix the Element Mirror command so that it does not destroy the surface normal direction or UV texture co-ordinate orientation of Mirrored geometry. I talk about this issue in this YouTube video here: https://youtu.be/xxnBvMiQlg8?t=78

    Cheers,
    Andrew Novinc.

  • Oh, there is another feature that I'd like to see included in the FBX exporter:

    - It would be really helpful if meshes inside the FBX file were named after their Material name. Currently they are named Mesh, Mesh 1, Mesh 2, etc.

    The current naming scheme makes it a lot more tedious when trying to identify geometry in the Unity Hierarchy view.

    Cheers,

    Andrew Novinc.

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