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johnalexander1571

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johnalexander1571 last won the day on May 17

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About johnalexander1571

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  1. johnalexander1571

    REVIT export option

    I can't test now, but I think I recall needing to set formZ .dwg export to version 13 in order for insert to work in Revit. I have to do it one object at a a time for my needs, but I think the whole file comes through. I can test later if you don't have Revit, I have 19 and 21 installed.
  2. johnalexander1571

    Unreal 5

    I have also discovered that exporting with the option to use layers as hierarchy allows me to use my standard way of organizing in Twinmotion. (duh) I have been forced to try to export to TM from both current versions of 3D StudioMax and Maya in order to try to shortcut using some Turbosquid content. In short, headaches, they do not produce usable results, and crash as well. This Twinmotion exporter for formZ is working like a dream, and I haven't changed the plugin it in over a year. There really is something great here. I take my final VRay model and export it. No geometry issues, no map issues, works every time. It is amazing to see a model I've worked on move around so fast. I just fix the material properties, re-do the lights with the presets, and off to the races. I am having some issues in Unreal 5, for example, the "Two-Sided" training wheels that Twinmotion has does not seem to be there, and everything is one sided until directly addressed.
  3. johnalexander1571

    Unreal 5

    Hi dpwr, Glad to hear you are back home and on the mend. Yes, I too had client demand for immediate visualizations, also the ability to change them immediately. Wow, using TM for stage lighting and so forth is going to be a tall order, but I have been quite impressed with TM lighting and GI. I think bloom and lens flares get intense very quickly, but just to have those things is way cool. The TM interface seems built around a bit of discovery and ease of use, all the basic controls are there and you dig down into each item to change settings. After a year or more on TM, I find myself zipping around quite confidently and daring to do all sorts of things.
  4. johnalexander1571

    Unreal 5

    Hi dpwr, My prob is I don't do arch vis, I do building material product animations, and I can't for example, make a drill bit rotate while the drill is being pushed in at the same time, or a circular saw blade rotating while the saw moves. Actually, Twinmotion is not an object animation application at all, I am using hacks of animating already triggered objects in reverse in order to get the motions. There is no animation editor, etc. So if I were only doing arch-viz animations (by this I mean walk-thru or even drone type animations), it would be quite enough. I don't use it to replace large stills, but I have been tempted. I am surprised at how close I can get and I am suspicious most viewers would be just as happy with the real time image. If you have real reflections or other mirrors, or certain lighting effects, I have found limitations there as well, but I don't think Unreal 5 will correct all those. I enjoy using TM it is fun to make so many fly-thru cuts and be able to see them so fast. I keep giving my designers unexpected montages and they just flip.
  5. johnalexander1571

    Unreal 5

    hi dpwr, Thanks for answering, and sorry to hear you are down, I wish you a speedy recovery. I am actually a whippersnapper with Twinmotion, I just did a 4k animation for a product launch that two years ago would have been considered a miracle. I can't make combined motions, and I want to import .fbx animation into it from outside sources. This is why I know I must take the Unreal 5 road now. I just am not good with the new lighting in it right off the bat. I will look into GI/lighting tutorials for Unreal 5, it is really awesome.
  6. johnalexander1571

    Unreal 5

    Grrr... I am not finding Unreal 5 GI immediately manageable. It is somehow not Twinmotion, it seems like a file will need serious tweaking to get proper looking lighting. Also, it crashes under load and my surge protector/power backup at times begins screaming. It's not going to be such a picnic as was TM, but the city is very cool.
  7. johnalexander1571

    can someone make a material duplicator script

    Update, I found a way to make this problem go away. When importing the formZ datasmith file into Twinmotion, under options change the Collapse setting to "Keep Hierarchy" instead of "Collapse by Material". This makes the objects "objects" in TM, instead of each material being all the objects it's applied to. I have found it's important to set up good groups in formZ, this makes the outliner in TM more manageable. So, no need for the script, actually, I read some more of the instructions and figured out how it's intended to work.
  8. johnalexander1571

    Unreal 5

    I have had some frequent crashing of Unreal 5 when the movie is rendered however (in 100 Gig City, to be fair), but after a reboot it has been able to re-do a bit of work. I have sent off the logs to EPIC. Just wanted to let you all know it wasn't bulletproof under load. Saving is recommended.
  9. johnalexander1571

    Unreal 5

    Hi all, Since Unreal 5 was just released, and I had really already become a Twinmotion convert, I have chosen to dive directly into Unreal 5. With the new Lumen feature there is no light baking anymore, you see everything with GI and so forth. I have found the way to make at least a point to point camera animation and render it out, so I have tried some things. There is a "living city" thing that is just awesome that comes as a free example project. There is a lot of trash in it, (it seems it's trash day) but it's as easy as clicking a trash pile and hitting the delete key. There are cars and people moving around in it by default. And to my eye it is quite well done. It is so much fun at the moment. It is 100 gigs tho, so I'm calling it 100 Gig City. They also have Meta-humans, which are very realistic looking people, I mean past what we are used to. The animations for them are still a little stiff, but I am really amazed at what this thing does at this point. I will now simply migrate from TM to Unreal 5. Thanks ADS for the abilities to take advantage of this new capability essentially as soon as it came out.
  10. johnalexander1571

    can someone make a material duplicator script

    right click and have it work on a group and do all the materials in the group would be sweet
  11. Hi All, This script would save me a lot of time getting into Twinmotion. Currently, in order to animate something, you do so by material. So, if you have two objects with the same material, they are both going to move together in Twinmotion as if permanently grouped. At the same time, you don't want every material copied and made into an iteration, for some objects you do want them to move in unison. It is real pain to make copies of materials and reapply them with a different name. What the script does: right click on an object, choose "copy material and create unique name". It would then be applied to the object that was right clicked on. This way, it inherit all the mapping but can be moved individually in Twinmotion if needed.
  12. johnalexander1571

    how to transfer vray texture map to shaded?

    I found a tiny bit of relief by using .3ds files in my case. I have some Evermotion environ files from Turbosquid, I open in MAX and export as .3ds. This preserves more than anything else. BUT, my company supplies me MAX and I have a 30 day trial of VRay plugged in. Notably, I am not finding Evermotion MAX to Twinmotion reliable at all with not much testing. I can count on formZ to Twinmotion. I didn't find a way to get VRay mats that are a bit "marooned" by .fbx import over to their shaded counterparts without doing it one at a time.
  13. johnalexander1571

    Mandolorian now flies formZ N-1 Starfighter

    Doh! Not actually true. I just pulled my old Cinefex from the garage and it states that the ship was created as a maquette and then NURBS modeled in Alias by Russell Paul.
  14. johnalexander1571

    Mandolorian now flies formZ N-1 Starfighter

    http://ftp.formz.com/news/archives/1999_Jan-Jun.html Here is a link to mention of the article(s), need to find the actual article.
  15. Hi all, I had a blast of nostalgia when Motto sold Mando the N-1 Starfighter from The Phantom Menace last week. I remember there being an article about how formZ was definitely used for design on the Phantom Menace. I always thought that smooth ship looked like it leapt directly out of formZ. I think Mandolorian is now flying a formZ ship now that the Razor Crest is gone. That's pretty cool...
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