- User Since
- Jan 19 2010, 10:59 PM (418 w, 7 h)
Sep 21 2017
A note to anyone seeing this task wondering how to get materials from Revit to Blender:
IfcOpenShell can be used. It worked well in a test with the same project as this bug report.
I take your point.
I hoped that it was possible to use at least the mat index to specify which mesh has same material.
When working with buildings of many thousand m² its a pain to manually specify all this if its already in the FBX somewhere.
But I see that you have the dirt job here and the blame is on autocad so I won't budge you with it.
All the more reason to back open source standards wherever possible. Thanks for looking into it.
Typical of autodesk to go out of their way to make interoperability impossible. Well thanks for looking into it any way. Maybe there is another way to get the materials.
One final question. Do you see anything in the FBX file that could be used to place a placeholder material on the objects?
Even though we dont know what the materials are it would be very helpful if all the objects with the same material got the same default diffuse material in Blender?
Sep 20 2017
@Bastien Montagne (mont29) you are the mainn! 😎👍
I have created two new reports.
Hope these can help. If you think I can send anything else that can help please dont hesitate to write.
Sep 19 2017
When you open the file does it keep the preferences setup as on my machine or is it defaulted to your settings?
It seems it only happens with files that have imported FBX geometry in them.
I have just tried to import the original FBX into Rhino and then export from Rhino into Blender through a new FBX file, but same issue happens.
Could it be a floating point precision issue between the programs? Both Rhino and Revit runs with fairly large double precision scales. (CAD files with kilometers of scenes as default)
No it happens in the attached file on opening.
As if the file is corrupted somehow.
As a note the only thing I did before importing the FBX and causing the trouble was to add a couple of selection options in the keymap according to this link:
Hi Sergey. My first thought was in agreement with you on the OpenGL conclusion as I am on a new machine and haven't set up my own preferences yet. None of the options you suggest solve it though.
But on further inspection I have done the following:
- Opened the attached file with the bug.
- Saved it as startup file. -> This resulted in any new empty blend file opened suffering the same problem. Even with just copies of the default cube. Always the geometry in the background being selected.
Sep 14 2017
Ah. I was a bit quick to think so... ☺️
Hi Campbell! Is this to make the 3d view clip using a box?
Mar 21 2017
Looks awesome, but won't it become very heavy with that fading selection outline?
Feb 9 2017
Just to curious. Even though this is called collections, it actually sounds like the outliner could now function like layer editors on programs like Rhino, Cinema4D, AutoCAD etc?
Nov 27 2016
This is very welcome as this is often consistent with working in many other applications in the pipeline.
For consideration: in many of the mentioned applications if multiple objects are selected and they share a property but the values are not the same, an indicator is used in the input field. Ie. It may write "varies" or have a different color or icon to show the new value will overwrite them all.
Oct 4 2016
Aug 25 2016
With this method is it possible to make the box select from left only select what's fully inside the box and when it's drawn from the right it selects all that the box touches? That is such a time saver.
Jun 10 2016
@Marek Moravec (marek) i see your point about the overwrites. You may be right about it being too confusing to have it per object and not pose layer as you suggest.
Overwrites would make more sense in linked duplicates. But that is for another thread...
Anyway I have in fact read your document. I agree with some of your points but generally like where the project is already headed.
Jun 7 2016
@Marek Moravec (marek) ahh you misunderstand or I'm not making myself clear. Sorry about that. I don't suggest to have multiple layer managers. The ui proposed in this thread is very much to my liking.
Jun 5 2016
@Marek Moravec (marek) true but would that not be solvable if these properties were able to be overwritten in the viewport?
So visibility is set globally but could be overwritten in a single viewport to help modelling etc...
May 28 2016
Well Ibhave to correct my previous comment.
In rhino when deleting a layer the user is also presented with a pop-up warning of how many objects are going to be deleted and whether the user wants to proceed.
I feel that important as well.
Sorry for forgetting that part.
In rhino when deleting layers objects are deleted as well. In sketchup a popup asks whether to delete the objects or to move them to the current working layer or a default layer.
May 10 2016
May 2 2016
A point mentioned in another layer manager discussion and which is worth consideration: current nochups and the idea as it is put forward now has the benefit of supporting the layers hierarchies of many other applications. Like Rhino, AutoCAD, c4d, max, modo etc.
This brings great interoperability with it.
Please consider keeping this strength in the planning as it goes forward.
Mar 28 2016
Another point (although I know many do not use blender like that) is that if we get a layers system compliant with the industry standard model (objects belong to a single layer and layers can be/have sublayers) it will make it possible import export files from more programs meaningfully.
Especially for importing CAD geometry this will make a world of difference as that is the backbone of those types of files and they dont really make sense without layers.
Nov 11 2015
Sound good. Thanks for the work CB.
Does this issue also affect the camera when scene is scaled?
When scene is ie. 0.001 to work in mm the cameras are incredibly big when they are scaled 1.
Sep 7 2015
May I suggest in the proposed mirror operator that it default to mirror only in the XY plane.
Then pressing a button if you want to specify three points for the exact plane?
Aug 29 2015
I would like to add my full hearted support as well. I am an architect as well. Architects today do CGI all the time. It's just 3D scenes like many other 3D projects. But it needs to be precise. Good snapping is a must and this is about half of the way to reach that goal already!
Jul 30 2015
Nice discussion on the curser snap, pivot etc.
Feb 21 2015
Jan 15 2015
That is exactly what I meant. Sounds like you already have it in Internal. Probably just me that cant figure out how to update the view when I change parameters. Sound good though!
Jan 14 2015
This is some brilliant new development!
A quick question:
Is it possible to register edits in the freestyle styles and render the view based on the same view cache?
Oct 30 2014
Aug 31 2014
Idea for tablet solution: Would it be possible to register a second finger input?
Ie. You press the icon (if. pan) and if you move the finger it will pan, but if you put another finger on the screen it will use this one instead?
So you could touch the icon/function you want and use another finger to swipe around, doing the movement you want..?
May 2 2014
@Paulo José Oliveira Amaro (pauloup) Ahh I see. It was me who misunderstood the idea :) So I see it makes sense. And apparently it does communicate the "in" mode well. Otherwise I would not have recognized it as odd.
May 1 2014
@Paulo José Oliveira Amaro (pauloup) Very nice icons.
I really like the quality of the blender icon set. Sometimes icons are reused more than one place though so its nice of you to give a hand. I feel your style give some extra color to the original style. Looks tasty :)
Dec 8 2013
@Archie Call (acall): I must admit I do not agree on the stacked vertical text being easier to read.
Imo it is ver yunatural to read the letters rotated to read horisontal lines of text and then have to read the next letter under the previous one.