Revit Interoperability - Part 15
In this movie, you add cars and buses with the intention of animating them. Prior to that however, you learn to randomize the body colors of the various cars for more variety.

In this movie, you add cars and buses with the intention of animating them. Prior to that however, you learn to randomize the body colors of the various cars for more variety.
In this movie, you adjust the remaining building materials that need it to get the scene ready for animation.
In this movie, you continue adjusting the plaza area, mostly by fine-tuning materials and adding a few trees and shrubs. Later, you'll enhance this area further by animating pedestrians.
In this movie, you import the Museum modeled in Revit and link it to an existing scene modeled in 3ds Max. This would be a good time to test the link preset you created as the Max scene already has lighting and cameras set up.
In this movie, you learn to create and edit Link Presets that work for you. You can therefore decide what gets imported within your FBX file and how material editing is affected.
In this movie, you experiment with a Nighttime lighting scenario based on a Revit scene exported that way. You test out the default parameters and then learn to improve on them.
In this movie, you experiment with a Daytime lighting scenario based on a Revit scene exported that way. You test out the default parameters and then learn to improve on them.
In this movie, you take a look at Revit lights and light types, and how they transfer between Revit and 3ds Max.
In this movie, you take a look at Revit cameras, and how they transfer between Revit and 3ds Max.
In this movie, you take a look at optimizing railings, by removing unnecessary elements or simplifying profiles to reduce polygon count. In doing so, you'll learn about modifying family type properties in Revit.
Another part of cleaning up a Revit model is the attention to detail. Some geometry is important while other is redundant. In this movie, you work on the curtain wall types to optimize the geometry for better transfer to 3ds Max.
Before you send your Revit design to 3ds Max, you need to clean it up a little. In this movie, you remove Revit elements that are not compatible with 3ds Max and make some material adjustments to help with the exchange process.
Before you start working on full scenes, you'll use simple geometry to understand the various workflows for transporting data between Revit and 3ds Max.
In this movie, we explore different ways of getting a Revit design across to 3ds Max. In the process, we'll discuss some basic principles as they relate to both products, and some important setup procedures that work better than others.
This tutorial series shows you how to use Autodesk Revit and Autodesk 3ds Max Design in tandem. You learn to take a Revit design into 3ds Max in order to produce superior renderings and animations.
In this movie, you learn to manage the discrepancies of imported FBX files and models that were built in other 3D applications and in a different scale than your current 3ds Max project.
In this movie, you learn to manage the discrepancies of merged 3ds Max files and models that were built in a different scale than that of your current project.
In this tutorial, you learn to set and control units in 3ds Max, to gain a better understanding of how to manage files that were modelled in different units setup. This first movie discusses the differences between Display and System Units.
In this movie, you use a free script to animate the "growth" of a building, and watch it get created from the grounds up.
In this movie, you use the Populate tool to add animated pedestrians to your city scene.
In this movie, you turn an empty building lot into a park and then place and animate a camera to get an interesting shot at your newly-built city.
In this movie, you place and randomly rotate nine city grids by 90 degree-increments to create an irregular pattern. In the process, you learn to write a simple script that creates a "Randomize" button to automate the task.
In this movie, you turn your buildings into simple editable polys to reduce calculating time. You can create in-project duplicates or you can export and store buildings as external files to use with other projects and other 3D applications.
In this movie, you explore additional Building Maker functionality and learn to create multi-part parapets that are mapped differently. You also learn to copy levels to insert and edit building blocks after you have created the building hierarchy.
In this movie, you continue exploring Building Maker's capabilities by learning how to create buildings that have multiple footprints.
In this movie, you use Building Maker, a tool that helps you automate many of the steps required to create low-polygon buildings, using an intuitive and unified interface.
In this movie, you make use of the macroscripts you created that automate repetitive tasks to complete the first low-poly building you started earlier. You will be able to witness how macroscripts can cut down your production time extensively.
In this movie, you use the Macro Recorder to record and reuse the repetitive tasks you needed to create a floor volume. You then create a new 3ds Max toolbar in which you add a button that invokes your custom scripts.
Here, you learn to create low-poly building geometry by extruding simple 2D shapes to create building blocks. Later, you will learn to automate the workflow using macro scripts.
In the third and final installment of this series, you learn to create low-polygon buildings using a variety of methods. This first movie concentrates on creating a texture library, or build upon the one already provided with this tutorial.