Unreal Model Viewer

Unreal engine model viewer
  1. Readme With Changelog
  2. Me2 Ini Fixer
  3. Compatibility Table

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Readme With Changelog

Clearly state or summarize your problem in the title of your post. More detail about the problem, what you're trying to do and why. What you've tried so far including screenshots of your work, Google searches, documentation pages etc. A big thank you and be courteous to people who try to help you. Latest Version Community Official links. (via GitHub; must link account to subscription and be logged in). Tutorials Udemy Related subreddits Subreddit service.

Me2 Ini Fixer

Oct 21, 2013 Hello to all, I decided make this guide for see how work this program because many ppl don't understand how it work. 1ยบ Ok first we need get this progr. Unreal Model Viewer from Gildor now fully supports Unreal Championship 2 http://www.gildor.org/en/projects/umodel.

Unreal Model Viewer

Unreal Engine 4 powered Blueprint Model Viewer. With many options for background, postprocess effects, turntable, wireframe and easy controls to view your models.

I have spent my spare time working on a Virtual Reality 'CAD Model Viewer' using Unreal. I am a 3D Generalist working in offline rendering projects (Animations rendered with Vray) and I am teaching myself Unreal with the many resources available on the net! Coming from a non-realtime background this process has been very, very fun. The most impressive thing has been the visual quality and performance of Unreal with quite heavy scenes, before any real optimization takes place.

Table of Contents for the above video:. 00:00 intro + overview of the 'demo state'. 01:09 Loading the 'Museum of the Hoddle Grid' CAD Model. 02:11 Interacting with the Model. 03:10 Switching from Tabletop view to Real-World Scale. 03:56 Future Plans. 05:09 Conclusion In this video, this project is in its early stages.

In our future videos we will show some of the progress we've been making as well as some other examples where it could be useful in rapid prototyping for products and in industrial design applications. At the moment, the process of preparing the model for VR is not automated - we are preparing the model in 3ds Max before sending it to Unreal. We are in the process of automating as many of the processes as possible:. Generating Lightmap UVs. Creating adequate Collisions based on Floors, walls and ceiling. Assigning Unreal Shaders based on object name, layer name or existing material name.

Compatibility Table

Compatibility Table

Placing key teleport points based on locations placed in Revit. Setting Sun direction based on Geo Location set in Revit. Tagging of Doors, Glass and individual floors to allow users to isolate / toggle visibility Depending on the complexity of the scene, Optimization of the resulting meshes is required. With some prep, The few test scenes we have worked with so far have maintained a stable 90fps in the headset on standard hardware. There are a few solutions available for viewing CAD data in VR that are completely automated.

Ours is not completely automated yet, but we are translating our experience in Arch-Vis into realtime VR, and can create projects that are a lot more specialised in their use - adding specific functionality per project. This is a very popular and exciting use-case for VR tech and one I can see many CG studios being a part of! N are targeting. Seeing that you're already pretty far with your app, I thought I'd ask. I have some ideas about how to approach this that are not typical (and so a lot more intuitive for the average user), IMO.

Are you using C, Blueprint or both? Sounds really interesting, would love to see how it's going. I had only really considered this as a CAD viewer, not a creation tool. Your app would be incredible if completed!

I am only using Blueprint at the moment. I work with a C developer who is interested in jumping onboard if things hopefully push further! I haven't started on this yet - just cleared some space and need to buy the VR in the next few weeks. I'm not quite sure whether to go with VR or AR (HoloLens) first. AR would probably mean developing using C# (or F#) on Unity while a VR app could be built on both as I'm sure you know. How did you decide on UE for this, btw?

Autodesk animator pro. I've looked around a bit and found e, an open source library for CAD-type apps. I'm a software developer myself and I'm sort of thinking to create a commercial product so the OS license for Open Cascade (LGPL) might not be suitable; they do have a commercial one, though. Are you working on this project on your own, for now?

Will it be commercial? Would you want to talk about some kind of collaboration?