SketchUp-LightUp-Unity first try
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@nomo81 said:
this is an example of udk commercial terms
"An architecture firm uses UDK to create a live walk-through presentation for their customers. They charge their customers a fee of $500 for each walk-through. Before they begin to charge customers for the walk through, they would pay Epic US $99.99 for a Royalty Bearing license. they sell walk throughs to 10 customers in the first quarter, bringing in $5,000 in revenue to charge customers No payment would be required to Epic for that first $5,000. In the second quarter, they sell another 10 walk-though presentations, bringing in another $5,000 in revenue. They are required to pay $1,250 to Epic. On subsequent revenue, they are required to pay the 25% royalty."regards
nachoBut you'll have to show them on site through the game Unreal or the UDK editor or making a "screen capture in game movie" since there is no webplayer for UDK...
IMHO UDK is more for modders than visualisation. -
you can create a .exe to play in a pc, publish in xbox or ps3 it need more scripting.
unity can publish in the wii but it cost a lot.
Unreal Engine 3 Editor its for mod the Unreal games, but UDK its for make something from the zero.udk its a real time render engine editor like unity.
nacho
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The best thing I learned while working with UNITY this summer was a simple workflow:
SketchUp -> Blender -> UNITY
u can leave out Blender for a static scenes, but the last time i checked, if u wanted movement or interaction, i.e: opening doors, u needed blender. Because all SketchUp Objects (groups) have the same origin (0,0,0) which made transforming or moving SketchUp geometry in UNITY a nightmare. I never found a function in UNITY that allowed to me reassign an objects origin to its center. Luckily all it takes in Blender is hitting to buttons once everything was selected. To figure out this workflow however, I spent 2 days Importing, Exporting and wildly swearing at my mac. If anyone has a better way pls let me know!
format used from SU to Blend: .3ds
format used from Blend to Unity: .blend -
The problem of a plugin or standalone .exe solutions to display 3D content is that most clients are not very eager for things that require installing anything on their computer or running an unauthorized application. In most companies staff has no right to perform such operations, and would have to persuade an IT department to do the installation.
Anssi
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Funny I have seen these Unity animation in another forum (6 jan 2010) without know who was the author!
Sorry I have seen only the animation without click on the link to the subject
So next time sign your work
I remember fire in the chimney and wind on the trees -
Just a small update with reflective chrome materials.
http://www.pixero.com/white -
@anssi said:
The problem of a plugin or standalone .exe solutions to display 3D content is that most clients are not very eager for things that require installing anything on their computer or running an unauthorized application. In most companies staff has no right to perform such operations, and would have to persuade an IT department to do the installation.
AnssiVery impressive work but Annsi has a point when it come to client's on 'locked' company computers.
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@onlysean said:
The best thing I learned while working with UNITY this summer was a simple workflow:
SketchUp -> Blender -> UNITY
u can leave out Blender for a static scenes, but the last time i checked, if u wanted movement or interaction, i.e: opening doors, u needed blender. Because all SketchUp Objects (groups) have the same origin (0,0,0) which made transforming or moving SketchUp geometry in UNITY a nightmare. I never found a function in UNITY that allowed to me reassign an objects origin to its center. Luckily all it takes in Blender is hitting to buttons once everything was selected. To figure out this workflow however, I spent 2 days Importing, Exporting and wildly swearing at my mac. If anyone has a better way pls let me know!
format used from SU to Blend: .3ds
format used from Blend to Unity: .blendHi, I've been working on a couple of test projects combining Sketchup and Unity to make walk about presentations.
I wonder, reading your post, if you ever tried to import the doors or moving objects separately?
You could move the part in question to the origin assuming the pivot point, then export to .FBX move it to where you want it to be in the scene.
Just an idea ....I haven't tried writing scripts for moving doors yet. Do you have any knowledge you could share on the subject?
Thanks
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@taylor64 said:
I wonder, reading your post, if you ever tried to import the doors or moving objects separately?
You could move the part in question to the origin assuming the pivot point, then export to .FBX move it to where you want it to be in the scene.
Just an idea ....I haven't tried writing scripts for moving doors yet. Do you have any knowledge you could share on the subject?
Thanks
I've thought about it but not done it yet.
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@pixero said:
@taylor64 said:
I wonder, reading your post, if you ever tried to import the doors or moving objects separately?
You could move the part in question to the origin assuming the pivot point, then export to .FBX move it to where you want it to be in the scene.
Just an idea ....I haven't tried writing scripts for moving doors yet. Do you have any knowledge you could share on the subject?
Thanks
I've thought about it but not done it yet.
I've tried it and it works, saves me from having to add another step and having to use yet another app.
When you have a component in your drawing, "save it as" which will create a new drawing of that component, adjust the origin in the new drawing to where you want your pivot to be , and export it to unity from the same.
Just wonder if any of you Guys have experience in writing scripts (Unity) to make e.g. the door rotate or a drawer to slide in and out?
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