The ARCH


Video Tutorials: How to Import Revit into Unity3D
November 29, 2010, 7:03 pm
Filed under: Unity3d | Tags: , , , , ,

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.

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Welcome to my home: first attempts at using Unity3D for architectural visualization

Cross posted from The ARCH Network main site!  http://www.archvirtual.com

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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.

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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.



Worlds merging: A video response from X3D

A few weeks ago, I posted a video showing how my Revit model was imported into realxtend by Visibuild.  It generated lots of interest and traffic, suggesting to me that model interoperability is an important priority for lots of us.

Shortly after posting that my friend Damon Hernandez, always a spirited supporter of X3D, asked if I would send him that same Revit model so he could demonstrate the capabilities of X3D.  The closest I had ever come to seeing some of the more current X3D applications in action is while exploring Vivaty or ExitReality, and I was excited to see what he could do with it.  24 hours later, he sent me this video showing that same model in several X3D based environments.  What an impressive and entirely convincing demonstration!  I had no idea X3D had come so far.

This is by no means an exhaustive demonstration of everything X3D can do, and is only intended to serve as an introduction.  But what I find most compelling is the fact that this model can retain its metadata, and theoretically retain its BIM data.  If we were to develop a fully interactive model of a building, visitors could drill through this metadata, clicking any material or product in the home and discovering specific information about each building component.  I’m told it could even be useful as a CAM model, whereby manufacturers could interpret this data and use robots to assemble the home in real life.

So, here I have a seemingly limitless range of opportunities at my fingertips, yet this model – even if it were fully textured and polished – would not be useful to me in real-life practice.  The design is far from final, and we are still ironing out several key features such as the living room ceiling, the front entry, and the fireplace/hearth.  If I’m working with X3D, I have the option of either 1.) waiting until the model is final before sending it to be imported  2.)  send several batches of different design ideas and have them all imported  3.) become an X3D geek, and figure out how to import it myself, so I can do so on-the-fly as we develop new ideas.

No matter how I approach it, it isn’t useful to me as a schematic design tool – nor is it necessarily intended, or ready to be used that way (yet).  So, we really are comparing apples to oranges.  It isn’t that one platform is necessarily better than another, but that they each hold value in different phases of the design process.  As you could see in the realxtend demo included in my first post, I was able to simply exclude parts of the design weren’t finalized yet, then use the in-world modeling tools to mock up several options to share with our clients.  Those elements can be edited in realtime, while the client is present – and we can cycle through lots of different material and color options.

When my model was first imported into Visibuild, it looked exactly like it does on this video – raw and unedited.  But the difference is that with Visibuild, I was personally able to log in and continue designing and testing new ideas.  Using prims to build really does feel like sketching to me, only better, and within the context of my Revit model that contained room sizes and plan layout that had already been approved.  I can also build the entourage myself, exactly the way I want it.  I can import 3D Warehouse models if I want, or from any range of stock 3D entourage resources available.  The key is that I can easily do it myself, and the learning curve is nowhere as steep as it would be if I wanted to do the same in X3D.

That doesn’t take anything away from X3D as an incredibly powerful technology.  In fact, it could be that it’s far too powerful for what I primarily use virtual worlds for.  As an open standard  ‘simulation level’ technology, its actually reaching down to enable multi-user and simple representation of geometry.  Its power lies in the ability to eventually attain things like simulation-level physics, and retention of  metadata.  This is surely the new frontier for architecture and virtual environments.  Once we achieve seamless interoperability of geometry, our next major priority will be seamless data interoperability so our ‘smart’ BIM models don’t have to become ‘dumb’ each time they enter or leave a virtual environment.

Until then, it seems there might be an opportunity for collaboration here.  I know nothing about the core technology at work behind all of this, but I do know that one of these world is currently best for pre-design and design development, and the other is better for final design visualization and post-design.  Could they ever meet half way?  Will X3D eventually include in-world modeling and collaboration tools?  Will realxtend models someday become simulation level technology and retain metadata?  If geometry and data become fluidly interoperable, will it even matter?



The Future is Here: Full-Scale Architectural Model from Revit Imported into a Virtual World

For more information, visit the ARCH Network.

It happened exactly 1 year, to the day I first contacted Jani Pirkola former project manager of the Realxtend team. I heard rumors late in 2007 that they had goals to accelerate the development of the ‘opensim‘ platform, and one of their priorities was 3D model imports. The conversation continued until a few weeks ago, when I received an e-mail from Jules Vos, founder of Visibuild, a company he founded aimed at leveraging and improving the capabilities of Realxtend, specifically targeting his efforts at architecture and the built environment.

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:

Before long I had the model populated with tables, chairs, sofa, stove, a Jenn-Air appliances, Kohler fixtures and more – all imported from Google’s 3D Warehouse, most of which are exact or near-perfect matches to the ones specified.  Google’s 3d warehouse is very extensive, and carries one of the largest collection of free 3d models available.  Thanks to Peter Quirk for the Sketchup import tutorial!



I left parts of the design out of the imported mesh that we were still designing, and was able to enjoy the best of both worlds by building those pieces with primitive objects using the in-world building tools.  This way, I could make immediate use of the model as a collaboration tool with our clients by testing, for example, ceiling options in the living room, and trying out an alternate arrangement of the porch and entry area.  There is no limitation to the size of primitive objects here (the limit is 10 meters in Second Life), so it becomes much easier to model without always having to bandage the model to work around size limitations.

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.

The combined 3-part effect of being able to import contextual structures shared by others and import professionally built CAD or BIM-derived models and model bits and pieces using the familiar in-world building tools is a pretty astonishing new opportunity.  Of course there are still kinks to be ironed out, and some parts of the work-flow that would benefit from further optimization, but that’s where Visibuild’s value becomes most apparent.  They have the capability of streamlining that process for you, and serving as a one-stop service and hosting environment  for architects, urban planners, realtors, city governments and anyone else with a vested interest interest in architecture and the built environment.

 

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!

I’ll be working with Jules and the Visibuild team in the months ahead to help out with some exciting new projects, so if you’re interested in being an early adopter and want to be a part of the private beta, you can find contact information on the Visibuild website here: http://visibuild3d.com