Filed under: rl architecture, Uncategorized, Unity, Unity3d | Tags: animation, arch virtual, architecture, arcspace, BIM, blueprints, CAD, cg, collaboration, computer, faculty, graphics, import, jon brouchoud, replicate, rutgers, school of business, simulate, simulation, student, ten arquitectos, virtual, visualization, walk-through
Construction is now officially underway on the new Rutgers School of Business, designed by the renowned architecture studio Ten Arquitectos (frequently covered by arcspace), but you don’t have to wait until construction is complete to explore the new design! Arch Virtual recently completed a virtual prototype of the new facility for Rutgers University, replicating the design based on architectural CAD drawings, BIM models and blueprints provided by the architect, then publishing them into realtime 3D with the Unity3D game engine. See a video preview of the virtual model below, and see some screenshots of the model here.
Rutgers University leveraged the best of several virtual platforms throughout design development of this project. In early design phases, Arch Virtual replicated the design in Second Life, which was ideal for recreating the schematic and conceptual models and making the design accessible to students and faculty (seen here). That model was then brought into OpenSim, where it was integrated into a more comprehensive model of the campus, including more of the context surrounding the Business School’s new building site.
When final construction documents were ready, we interpreted the architect’s CAD drawings and BIM model with Autodesk Maya, that could be brought into the Unity3D game development engine. Rutgers worked with Tipodean Technologies to export their OpenSim islands, including buildings surrounding the new business school. Tipodean converted them into Collada mesh format, along with the textures, which were then added to the Unity3D environment. The final result is a blend of the architectural model alongside meshes exported from OpenSim.
With the model in Unity, Rutgers will now be able to embed the virtual model into a variety of formats. For example, they can embed the model directly a website or Facebook page, but could also publish the same model to be accessible from Android or iPad mobile devices, or as stand-alone applications that can be installed on a Mac or PC and run locally without being online, and at full screen.
To follow the progress of the virtual Rutgers School of Business, join the Rutgers University Virtual Worlds facebook page at: http://www.facebook.com/ruvw3d
To learn more about how Arch Virtual can translate your blueprints, CAD, or BIM file into a virtual experience, contact us here. http://archvirtual.com/?page_id=3388
Filed under: Uncategorized | Tags: 3D, animation, architectural, city, collada, dae, design, import, mesh, model, planning, second life, SL, urban, walk-through
(Read the rest of this post on http://www.archvirtual.com !)
This long awaited ‘holy grail’ feature in Second Life has now finally arrived on the main grid! The subject of numerous false starts, April fool’s jokes, and much controversy – it is now possible to import 3D models directly into Second Life. The implications from an architectural urban design and city planning perspective are obvious. Having to rebuild architectural models with a patchwork quilt of 10 meter prims was only feasible for the most dedicated and patient developers, and the frustration of abandoning 3D models that already existed as a matter of daily practice in architectural software in order to build the same model all over again with prims just wasn’t an easy sell to most would-be SL residents hoping to use the platform for architectural visualization and collaboration.
(see the rest of this post on http://www.archvirtual.com !)
This site has moved towww.archvirtual.com
This is a 2 part video tutorial series, providing an overview of the process involved with importing architectural models into Unity3d. In this case, we’re using Revit Architecture 2009, but the process is relatively universal, and can be applied to just about any architectural CAD or BIM software. After importing your model, try out our Architectural Beginner’s Kit, which enables you to quickly add operable doors, lights, material changers, orbiting cameras and more. If you need some help, or would rather not tackle this on your own, I can also be brought in as a consultant to help with your project.
Filed under: rl architecture, Unity, Unity3d | Tags: architecture, autodesk, crescendo design, design, home, house, import, jon brouchoud, residential, revit, simulation, Unity, Unity3d, virtual, visualization
Chez Keystone! Come on in…(plugin required).
This isn’t multi-user (yet), and navigation might take some getting used to, but this is an Autodesk Revit ‘as-built’ model of my home, imported into the Unity game development platform I wrote about last week. If I make a change in Revit and save it, the Unity build dynamically updates. With the exception of the trees, this is pretty much a raw output from Revit without any optimization (which is why it looks so crude). If I spent a few hours on it, I could add dynamic lighting and even import lightmaps to really enhance the model. I can also export it to Nintendo Wii, iPhone or a variety of other platforms if I really wanted to, but at this point, I don’t have the necessity or resources to do so.
I should add a disclaimer that we didn’t design this house, but we are planning a green make-over in several stages in the months and years ahead, so we’ve been using this model to test master plan ideas. I haven’t built or enabled access to the interior spaces, but I will soon. This is just a starting point for design exploration, so even though I don’t have much to demo yet, I wanted to share some of my initial progress and publish updates with more thoughts on what I’ve learned about using Unity in professional practice.
What I like most about Unity so far is the ability to quickly and easily embed the virtual model on a web browser, or to a stand-alone .exe application if need be. This makes it much easier to share design ideas with long distance clients that might not have the time or patience to deal with a registration process, large client downloads and orientation of larger virtual worlds. Once they get the hang of using their mouse and arrow keys, just about anyone, even on lower end machines, can be walking around inside of a design concept within a few seconds.
When the time comes to add additional details and entourage, I simply save most raw file-types in their native format to the Assets folder of the project. Unity then automatically finds updates if I change the model in its native application (Maya, 3DS Max, Photoshop, etc.). What I find doubly enticing about this work-flow is that I can transition my assets into any platform I choose without being locked into a proprietary format. For example, if/when Second Life enables mesh imports, I should be able to take these same raw assets and use them in SL, or Blue Mars, or on whichever platform I wish – without having to rebuild everything from scratch. I will then be able to choose which virtual platform is most appropriate for the project’s requirements.
I also like the fact that the indie version of Unity is free to download and use. Plus, its relatively easy to learn – much easier than any other 3D app I’ve worked with. Also, there is a rapidly growing community of Unity users and support forums to find answers to just about any question you have, and lots of in-depth tutorials to help you get started.
With several companies building MMO’s or virtual worlds on Unity, it probably won’t be long before I can drop this model into a virtual world for multi-user, and avatar-based experiences. However, I don’t think we will see realtime, in-world building tools in Unity the way we have in Second Life, or OpenSim. Unity wasn’t designed or intended to be used that way. I also think that any Unity worlds that do surface will likely be smaller, niche communities. For those reasons and more, I really don’t see Unity as any threat or comparison to Second Life or OpenSim. However, for online, realtime, virtual architectural visualization, Unity is definitely a platform worth exploring.
Be sure to check out this thread in the Unity forum about architectural visualization in Unity: http://forum.unity3d.com/viewtopic.php?t=33684&highlight=architectural
Also, check out a recent post by epredator on his Life at the Feeding Edge blog regarding the combined application of Unity, OpenSim, Evolver and Smartfox to create the next generation of virtual worlds.
Filed under: rl architecture | Tags: 3d model, 3D warehouse, architect, architecture, BIM, collaborative, illustration, import, jon brouchoud, jules vos, keystone bouchard, opensim, realxtend, rendering, revit, second life, Sketchup, virtual, visibuild, visualization
He asked for an exported file from one of my Revit models, and the next day he sent me a log-in and password to the Visibuild sim where the model was hosted. Needless to say, after all these years of waiting, I was skeptical, yet hopeful. I logged in, and there I was – standing on the front porch of our client’s soon-to-be new home we had designed! It was exactly as I had left it during my last Save As! This was a dream come true, that had been 10 years in the making. I was absolutely blown away. My Revit model was virtual! Here it is shortly after import:
The client’s first reaction after seeing a teaser was “I want more!” so I think we can safely say the value of a virtual model was immediately evident.
Even a quick proof-of-concept study of imported buildings that surrounded a project site in Manhattan was fruitful. When almost any model format can be imported, it feels like the whole world has opened up – and the possibilities are truly without limit.
Another key feature of this environment is the dynamic shade and shadows. You need a decent graphics card to experience it, but its nice to know that the feature is available when you’re ready for it. One common complaint for architects exploring the use of Second Life in professional practice was the plasticness of the builds, and the inability to convey the way light and shadow will effect the architecture. The code for dynamic shadows has been available for some time now, but has yet to be implemented in any of the newest viewer releases. This is surely a key fundamental to an architect’s concern in design development, and experiencing a building without light and shade doesn’t as accurately reflect the experience you will get in real life.
Since most modern architectural software automatically generates 3D models anyway, the gap between your model and a virtual environment is no longer treacherous or time consuming – but relatively simple (or cost effective if you’d rather have someone else import it for you). If you already model in SketchUp, for example – you’re only a few clicks away from enjoying the benefits of experiencing the model virtually and inviting others to experience it with you in realtime. The bottom line is, most architects utilize 3D models at some point in the design development process anyway. With Visibuild, you’re just one ‘save as’ away from leveraging the value of that model, and enjoying all of the many benefits a virtual environment affords.
These are some of the qualities of this environment I find most powerful:
- The capacity to import 3D Models from just about any industry standard 3D package
- Its accessible – there is very little mystery around how this works, and it isn’t terribly complicated or expensive.
- It is built on an open source platform, and with a little experimentation you can roll up your sleeves and tinker with it. You still have the option of hiring others to get everything set up for you. The choice is yours.
- User-generated content. I can’t modify the imported mesh in-world, but I can leave off parts of the build that aren’t finalized and use the simple in-world building tools to test ideas on the fly.
- Multi-user. I can create an account for each of my clients and project stakeholders (builders, subs, etc.) We can all occupy the building at the same time, from our own computers, wherever we happen to be in the world. I can also customize their accounts ahead of time – so their avatars look good, and they appear right at the front door.
- Realtime. Unlike an prescriptive illustration or animation, you get to choose how, when and where your avatar moves. This is much closer to the way people actually experience architecture.
- Collaborative. Multiple users can work together on a single group of objects to explore ideas – this capability is at the heart of what Studio Wikitecture is exploring.
- Shade and Shadows, and the ability to cycle through any day/night setting and customize the sky to whatever settings you like
- The incorporation of avatars. I think this provides an enhanced sense of immersion and a feeling of actually being in the space.
This is truly a defining moment in the story of virtual worlds and architecture!
Filed under: 3D model import and export, architectural resources, rl architecture | Tags: 3d model, browser, CAD, caleb booker, import, mellanium, multi-user, nortel, opensim, palomar, realtime, roi, second life, web.alive
Are browser-based virtual environments the way of the future for virtual design visualization? Here is a brief overview of 4 of the many emerging platforms or related services to watch, and some thoughts about how they fit into the bigger picture of virtual worlds and architecture.
I’ll start with MellaniuM. I’ve been following MellaniuM’s work with the Unreal platform for quite a while now, and continue to be impressed, especially with some of their newest demos using Nortel’s web.alive platform. In addition to architectural visualization, they offer many additional application areas including GIS, education, medicine, entertainment, archeology, film making and more.
MellaniuM can take CAD models, and import them into the Unreal game engine where they tweak and refine the build to satisfaction. Unreal includes a built-in editor (I found a video of that editor here), but it isn’t anything like SL’s building tools and probably not very useful as a modeling environment. After they’ve situated the build properly inside of Unreal, they turn it over to Nortel – who then enables browser-based realtime access to the model. Here is a case study of an apartment building imported by MellaniuM:
I was very impressed with my first experience inside the web.alive platform after visiting one of their first builds. It was eLounge for Lenovo (accessed here). Before my visit, I had to install a plug-in, and download the environment (totaling over 80 mb – not exactly ‘thin’), but found the installation process to be relatively seamless. It did freeze my browser twice before I got it to work, and I had to close my other apps so it would run faster, but it wasn’t a show stopper by any means.
Soon I was standing inside the eLounge, and a sales person walked over to me and asked if I needed any help – in crystal clear voice! I had yet to go through any voice setup, so I doubted my own voice would be heard, but it came through very clearly – with no hassle whatsoever. I probed around the build, asking the sales staff about the architecture of the space (which was quite interesting, actually!). There were at least 6 others there with me, and more were dropping in every few minutes. This was the day after they launched, so it may not be typical of daily traffic. Here is a video showing a preview of the space – though I strongly recommend checking it out in person:
Here is another example from MellaniuM – this one showing the Theatre of Pompey and the Titanic:
There are some questions around whether or not the web.alive team can survive the rounds of Nortel layoffs, after they filed for bankruptcy protection last month. But industry confidence in this platform is strong, so perhaps there is reason to believe it will remain a viable (although you never can tell).
The experience offered by web.alive is comparable to what 3Dxplorer offers, which uses Java (already installed on many computers) to enable a virtual experience inside a browser. I had similar experiences in both platforms, with a few browser crashes and a plug-in to download (I didn’t have the most current version of Java installed)- but the experiences were equally impressive. I have also been following the work of Dave Elchoness with great interest for the past few years – since meeting him in Second Life at his impressive VRWorkplace build, and subsequently on to his work with GoWeb3D using 3Dxplorer. Here is a brief demo of 3Dxplorer:
Unity3D is another player in this arena, offering what might be the most stunning graphics and easiest loading. It has yet to crash my browser, and only took a few minutes to load. They do seem focused almost exclusively on games, and game-like environments – but some of the demos like the one seen HERE certainly makes it seem viable as a tool for architectural visualization. This short video describes a few of the additional features built into the Unity3D platform.
Then there is ExitReality, that claims to bring “the entire web to 3D” by transforming any existing 2D website into 3D. It appears as though they are focused primarily on offering this 3D website as their core service set, and those environments (to the best of my knowledge) can only be ‘edited’ by everyday users insofar as you can drag and drop content – essentially decorating the space with found or pre-established libraries of objects. The other part of their offering appears to be customized, developer-driven spaces – like the now famous Carl’s Jr. 3D website. Here is an example of ExitReality in action:
It doesn’t appear as though they are specifically interested in offering this platform for architectural visualization, but I understand the standards upon which it is built could certainly be applied toward that end. For example, applications built using the X3D standard can certainly be custom generated, but I still don’t fully understand the workflow, costs or interface between my CAD file and an X3D-based environment. The good news is that I’ve been told there is an exciting new project coming soon – specifically related to architectural visualization – built on open standards, which I hope to be writing about soon.
So what can we conclude from these examples?
First off, working with platforms like this requires a certain disconnect between the architect and the virtual model. There are, in almost every case, at least 1 or 2 parties between you and your model, and they each charge some kind of fee for portability beyond hosting. In many cases, there remains a kind of mystery around the cost and process involved and each project usually requires a new estimate, similar to the way an architectural illustrator works.
This is quite a bit different than the Second Life or openSim based use-cases for architects and designers. Though it may be far clunkier and more time consuming, the SL environment functions in a way that architects are familiar with – such as sketches, or cardboard study models, where the designer works on it for a while -takes a step back – works on it some more – gets some feedback – modifies it again, rinse repeat. You can’t ‘sketch’ with these platforms, and you can’t design as you build.
There also isn’t any strong, central, cross-disciplinary and diverse community to speak of. Not the way we know it in Second Life and in some of the emerging OpenSim-based grids anyway. Second Life isn’t just a tool – its a place. In that place, there are hundreds of thousands of real people – from every conceivable profession. Gathering quality feedback around design ideas, and being able to explore other people’s ideas and share your own has significant value. Again, I’m not talking about a perfected and polished final model – but a schematic design, or a design concept. On a moment’s notice, you can teleport in a dozen colleagues from around the world for an on-the-spot critique of an idea – and you can work out criticism and feedback using realtime modeling tools. You still can’t easily do that anywhere else.
For similar reasons, these platforms aren’t suited as well for the many facets of architectural education either, other than to explore design precedents and existing architectural masterpieces (which I think has huge potential). But as far as teaching design itself, the elegance of the simple in-world building tools you find in Second Life are ideal for architectural education – requiring a careful examination of the fundamentals of form, space and order. Realtime modification and collaboration are key to education as well – which you understandably won’t find in these platforms (yet).
There is also something to be said for the browser crashes I experienced in almost every one of these platforms. They were definitely insignificant, and I got past it quickly – but I tried almost all of them on 2 different computers, and had pretty much the same experience each time. Please trust that I’ve grown accustomed to crashes and client challenges over the years – but its one thing to have a separate application crash, and another to have your browser crash. After all these years of wishing SL could run inside a web browser, I’m starting to realize that – unless it can be razor thin and super stable, I don’t want anything tampering with my browser experience! That’s where my e-mail and blogs are – and a few other tabs I’ve left open for later reading but haven’t bookmarked yet. Its somehow a lot more disturbing when my browser crashes rather than another application. Another nice thing is that when SL gets laggy or crashy I can flip back to my browser for a while and read e-mails, etc. while I wait for things to clear up. When your browser crashes, you’re left with nothing. Then you restart and realize the same 3D-world tab was auto-saved and trying to restart itself again – bogging down everything else while you wait even longer. This is a petty complaint, I know – but if I have to download 90 mb worth of content and a proprietary plug-in anyway – is it really necessary that it live inside my browser?
I still think there will be certain types of architectural visualization that will be perfectly suited to this kind of technology, but I think it will remain feasible only for more polished presentations of architectural designs – after the design has been finalized and ready for public consumption (for the time being anyway). As such, this is not necessarily something an architecture firm would want to be continuously porting to as a design development tool.
I also don’t think we can expect to see mass adoption of this technology by the AEC industry, especially architects, given that they tend to be notoriously conservative. In this tough economic climate that has left the profession gasping for air, with architects being laid off in droves, the profession doesn’t need better visualization tools – it needs to be re-invented. Architects and designers who are privy to this generation’s new and increasingly open way of practicing are already sharing ideas and collaborating in new and unprecedented ways. There is a community network within SL and spreading throughout the whole of web 2.0 that is re-molding and re-shaping the future of their profession – whether the profession knows it yet or not. They aren’t just looking for ways to prototype the buildings they create, they are prototyping the profession itself.
That said, I see browser-based platforms like web.alive, 3Dxplorer, Unity3D and ExitReality as exciting and unprecedented opportunities for visualizing architectural designs from within an easy-to-access web browser application. However, I don’t really see any of these as as an all-out replacement or competitor to the way architects and designers use Second Life, since it isn’t a valid comparison. The offerings fit into entirely different phases in the design development timeline. In its current state, this kind of technology lives at the very end of the design development cycle – at the point where architects must choose the most effective means of unveiling a design concept to their clients – and for clients to unveil a design to the public. This is generally the province of illustration artists, who would otherwise offer prescriptive 3D illustrations or animations.
Second Life was never designed or intended to be useful as a professional visualization tool for architects, and attempts to shoehorn designs into that platform (one prim at a time) continue to come up short. Its value becomes most apparent in other facets of professional practice – not just in final design visualization. We can’t forget that, until now, there were no other options for multi-user, realtime virtual experience of a design concept. That seems like more of a cause to be grateful than disappointed, imho. Those who attempted it within SL, did so as a proof of concept when no other option existed – and enjoyed the many benefits it afforded. Consider Virtual Palomar West as one example:
Like Caleb Booker pointed out in a recent post:
“the hospitals and hotels built in Second Life as proofs of concepts were great and worthwhile. Tangible return on investment in the form of fast prototyping, where designers could solicit large amounts of feedback from a wide range of users, definitely served to improve those projects.”
In sum, I think browser-based visualization platforms have opened 2 exciting new lanes of travel on the bridge between virtual worlds and architecture: 3D model import from CAD, and easy multi-user realtime access to those models within a browser. However, they did so with a trade-off. I think architects and designers would do best to leverage the full spectrum of opportunity afforded by virtual environments of all types, and avoid abandoning one set of limitations for another.
Filed under: 3D model import and export, architect, architectural resources, interoprability, rl architecture, second life | Tags: .3ds, .dwg, 3d model, 3D Studio, export, import, interoperability, jira, Linden Lab, maya, obj, second life, SVC-2634
We really, really need your help on this one! I am confident that if the readers of this blog collectively vote as a unified voice to push 3D Model Interoperability as a priority item for Linden Lab, we will be heard. You all know that Importing and exporting models is currently the biggest bottleneck preventing architects and designers from using Second Life as a tool in professional practice, and Linden Lab’s public Jira system is the perfect way for us to make it clear that this is a must have feature.
So, please, please, please take a minute and log in to Jira and vote on the following issue: http://jira.secondlife.com/browse/SVC-2634
To vote, go to the left margin on that website and click on ‘Voting:’
You will have to Login first. That’s it.
Spread the word! Post this on your own blog, and link to this page! Let’s do whatever it takes to raise the priority level on this! If you have any other ideas about how we can move this forward, feel free to leave comments!
Thanks to Theory Shaw for continuing to promote this!