26/03/2015 at 10:19 pm #445
I would like to kick things off with a question(s) – Are you using UnrealEngine 4? What do you like, dislike?
Do you have any samples you can share?
27/03/2015 at 7:49 pm #447
Welcome to our forum!
Sadly, I personally have no experience with Unreal yet. I have just recently installed it and would like to kick it off too, but from a bit of research, some things I’d like to do are only possible with C++ coding, which I can’t.
But yes, if there’s more people coming on board here, that will be very interesting!
30/03/2015 at 1:31 am #449
Let’s have a play with some test data. I have a typical data from NZ city council and I would like to see what result you can get. It has only 42 building footprints with lots of attributes. To extrude use HEIGHTMAJ attribute (just for consistency). Data is New Zealand Transverse Mercator projection.
When I export those models to FBX using:
do not merge any meshes
global offset 0,0,0
merge texture coords
triangulate faces with holes
do not include materials
binary file type
I can preview FBX file in AutoDesk’s FBX viewer 2013.3
In UnrealEngine 4.7.3 I am importing FXB file as static FBX mesh with options:
Auto generate collisions
Import Uniform scale 100
Upon import a message says “has degenerate tangent bases which will result in incorrect shading”. It also complains about
Using drag & drop I place mesh in level and when zoomed to it (like in Unity use ‘F’ key in viewport) I can zoom to extent. Using 4 views layout distances appear correct. The problem is that mesh handles are miles away and manipulation becomes impossible.
If you can tell me (or show me) what am I doing wrong I would very much appreciate it.
FGDB and FBX files are attached.
- This reply was modified 1 year, 11 months ago by Zorko.
30/03/2015 at 8:08 pm #459
I made some progress with this example. In CE I have moved shapes to scene origin, regenerated models and exported
to FBX using same settings like in first export.
Once you import the FBX, double click on asset, set the Collision Complexity to ‘Use Complex Collisions as Simple’ to enable walking between buildings.
Now I can see buildings where I want them to be and they are correct size and I can walk around.
CE is moving pivot point to the scene origin but models are far away. Do you have the same problem?
02/04/2015 at 2:30 pm #469
Using global offset 0,0,0
is not good. You need to press the center button. Because the buildings need to be moved to the cartesian origin, where Unreal scenes typically live. Otherwise, you run into the ‘wobble’ issus (display precision issue).
I typically click CENTER once, then edit the y component back to 0 so I have no elevation change. You’ll get some pretty big numbers in X and Z. (Note that CE is yUp).
Can you maybe record a little youtube video on how you do all steps?
Thanks for the data.. This is a cool usecase!
07/04/2015 at 3:30 am #473
Well, this is now one of the RTM moments… I have assumed offset is automatically applied and new center is at 0,0,0.
Quick test shows everything working (things I tried so far) much better. Now onto more interesting stuff – LODs, textures/materials…
07/04/2015 at 4:11 pm #483
Glad that worked.
Keep us posted with news!
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