Description
Principaux enseignements
- Learn how to send a Revit Project to Revit Live and navigate in the Revit Live Program
- Learn how to send a Revit Live project into Stingray
- Learn how to create assets and enhance the Revit project in Stingray
- Learn how to send the enhanced Revit project from Stingray to Revit Live
Intervenant
- Marcello SgambelluriMarcello has worked on many BIM projects over the last 25 years as a project manager, design engineer, and BIM Director. Some of the BIM projects Marcello has worked on includes the Sphere in Las Vegas, The Walt Disney Concert Hall in Los Angeles - CA, the Ray and Maria Stata Technology Center at MIT, Tom Bradley International Terminal Expansion at LAX. Marcello is internationally recognized at one of the top BIM leaders and contributors to the education and implementation of BIM technology in the building industry. Marcello continually speaks at Autodesk University and the Revit Technology Conference (BILT) where he has received the 1st place speaker award for a record 18 times between 2012 thru 2021 between both conferences. In addition, Marcello provides training and consulting the the AEC industry. Marcello received his Bachelors and Master’s degrees in Civil Engineering and he is also a licensed Civil and Structural Engineer.
PRESENTER: Revit! This is the one we know and love, right? But for visualization, is Revit the best thing to use? Anyone tried to do a walkthrough in Revit? Anyone do the bucket rendering in Revit? You love it, right? That's why so many people are using these other tools, because Revit is almost 20-year-old technology. It's not going to solve our visualization problems, right?
So we need to kick it somewhere to a game engine, right? That's the new technology, and it's super awesome. I'm so glad it's here in the AEC industry, because the gaming industry has used that software for so long, and they've been having all the fun. Now finally we can have all the fun with that awesome software, and it's here.
So basically we can take our Revit model and kick it up to Revit Live. So I saw some of you have said that you use Revit Live. This is basically what we call the Live template, where you have all these different options to move around. We'll go over it a bit more, but this is that model in Revit Live, OK. Are you able to move? You also have a VR option, which is cool. We'll kind of do VR a little bit later. How many people actually doing VR in their office? Wow, OK. So we'll do a bit of VR later.
So like I said, this is super awesome, right? But where's my interaction? Where's my animation? Where are my families, that I built so long, to put all those parameters in? Now dead inside of my beautiful game engine? Does that make sense to you? Absolutely not.
So I'm going to show you some tricks to how to be able to take all that content that you built, and bring it into the game engine, and be able to express it. I'm going to talk about in more of manual format. Pete's here today. Pete has got a class on Thursday. He's going to talk about some of the automation processes to do that, all right?
So what's the solution? This thing right here, 3DS Max Interactive. It was called Stingray, but now it's called 3DS Max Interactive, because there's more integration that's going to be happening. OK, so what is 3DS Max? What is Stingray? Just think about it this way. How many of you have heard the word Stingray?
OK, so Stingray, really for the most part, is going to be for the gaming industry, and 3DS Max Interactive is going to be for the AEC industry. But really, they're the same program just with different splash screens. OK, so I'm going to be using the term Interactive from now on, so when I say Interactive that means I'm talking about Stingray, OK? And it's called 3DS Max, because if you have 3DS Max it's part of your package. You're allowed to download it and install it, OK? So it's supposed to be married to 3DS Max, and we'll talk about why that is a little bit later, all right?
So this is the game engine that we were just in, and that's that model. So then you have the ability to add all those goodies, and we'll talk about how to add the goodies in a little bit, all right? So this is how it works. It can get a little confusing, because the game engine, and the way you get to it in Autodesk is a little bit different than the way you would do it with other software.
How many other game developers, do I have in here, that have used Unity, or Unreal, or CryEngine? A few of you? OK, good. I'm not here to compare the two game engines, because you're here for a Stingray Interactive class, right? OK, good. But I have actually worked all with those platforms. I think CryEngine's my favorite, but anyway-- the way you get there with the Revit model, or Revit content, is very different than the way Autodesk set it up, so I'm going to explain it really quick.
Here we go. Ready? And then we'll jump into all our examples. We keep an eye on the time. OK, here we go.
So you've got the Revit model that and love, right? Let's talk about Project [INAUDIBLE]-- big project, not little windows or components that you want to animate, but your entire big project. OK, that kicks out to the Live service, Revit Live service. OK, the Revit Live service, that lives in the Cloud. That does all the heavy chewing for you, so basically it's now in 2018, row 2018. It's in the View tab. It's called Live. It used to be called Go Live. They keep changing the names, but don't worry it's just when you see the word Live in there, that's what it means-- Revit Live service.
It just kicks it up. It chews on it, grabs it out of your hard drive, chews on it in the Cloud, turns it into a game-engine-capable elements into a nice format that a game engine can read-- the Stingray Interactive game engine can read-- and then it sticks it back into your computer. OK? That's basically what happens, OK? Now once it does that, you're allowed to open that with Autodesk Live. OK, and that's the one you kind of know that some of you have used, right? Autodesk Live? But you can also kick it to 3DS Max Interactive, so that's kind of the overall process. That's pretty simple, right?
All right, so we got the two programs. We got Live, and we got Interactive. And they're very much interchangeable in ways that I'll explain in just a little bit, OK? So Autodesk Live is a service that's attached to Revit. It's an add-on, remember in the View? We'll talk about it a minute. And that kicks it, and then the Live Service converts it. Autodesk Live can view it. You can navigate around it. It's very similar to Enscape. I'm going to say similar, because I could get in trouble if I say they're the same, all right? And then there's 3DS Max Interactive, the same model.
So one thing that 3DS Max can do is it can kick two different templates. This one's called the first-person-shooter template. Don't worry. We'll be doing all of this, OK? Just you wait. We'll get there, OK?
There's another one, which is the vehicle template. You can kick off to that. We'll be doing this, as well. Anyone take my class last year-- family vocations? All right, cool. That's the actual family we've built in the class. We'll be bringing it into the game engine and driving around. It's super awesome. Another thing is you can kick it off to the VR template, and you can be able to do some awesome stuff in there. Oh, just wait. It gets real good.
Or you can kick it, what we call, to the Live template, and it looks exactly like Autodesk Live except it isn't. It's just a deployed standalone game, OK? Also, Live can publish to a Live template. Stingray can also publish to Live. It means you can push data into Live. And just remember these are all standalone games. That's where we want to get to, isn't it?
Live is good. Live is great, right? You can view that in your office, but you do have the ability to create standalone games that everyone can use, OK? Is that kind of clear? It took a while for me to wrap my head around this, but that's basically it. So today we're going to be talking about how to do all of this stuff, all right? All right, let's do it.
So how long was my intro? I was hoping to get it under 15 minutes. Oh, 14. Awesome. So by the way, this is the handout. I'm only going over 12 today, but it's got 40-plus, in there, examples, OK? And what I'd like to do, at this moment, is I have-- I normally hard bind my handouts and pass them around, but this year I thought I'd be a little more fun.
I actually printed the handouts here, and they are laminated sheets like this, OK? It's just this handout, and they're laminated sheets you can flip through. And if you want to take one or two, you go ahead and open that up and take one or two for home. Each one of these are separate standalone examples, OK? You can go ahead and take them. Don't feel free to-- I hear the binder clicking open all the time, or leave it open. OK? And, if you like, later, I brought a pen. I can sign them-- whatever-- but here you go.
You pass it around. OK, here you go. All right, go ahead and take them. I've got plenty.
AUDIENCE: Can I keep all of them?
PRESENTER: You can't keep all of them. Let's limit to two each. And I'm sorry. You know, it's like the airplane, when the stewardess is pushing the cart, right? She's like, hey, would you like the steak or a fish head? And you're standing in the back. You're like, oh, I wonder what I'm going to get. So I apologize for the back. You may get the-- you may get the scraps, but anyway it's all good.
OK, so ready? Ready for all our Live demos? OK, let's do it. Any questions before we start? OK, hour and 15 minutes. All right, let's do it.
OK, Revit to Live. I'm going to minimize this. I'm going to go to my data set.
By the way, I'm going to apologize in advance. My data is here, OK? Right here. It's 42 gigabytes, so it was a little bit bigger than what they allowed me to upload to the site. So we're going to try to find a way to get this whole thing to you. One of these projects isn't the data set right now, but the PowerPoint presentation and the handouts-- all online. I just couldn't get this because of the 42-Gig limit. I think there was not a 42-Gig limit. I think there was 128-Meg limit. So all right. Anyway, OK. Let's do it!
All right, so this is how it works. I'm just going to keep firing up Revit over and over again-- Max over and over again-- and we're going to see if it behaves. OK.
AUDIENCE: You need to update, man.
PRESENTER: I need to update, don't I? Yeah, I do. So here's our model. Right under View right here is this one, Go Live. It's still called Go Live? I suppose it is. OK, right here, you click that, so you get the view you want. And then you want to always put it in Find mode, and then there's a few other adjustments here. It's pretty self-explanatory.
Everything I do is each single sheet in there. You'll see it. It's like, OK, how do I do this? One sheet, boom, summary. OK? How to do it-- so if you miss it, don't worry. It's all summarized in those 50 pages or so, OK? So then you just hit bang like that and go. It's going to kick it up to the Cloud, and then push it down, and it's going to actually make a file format like this. I just want to tell you this ahead of time.
OK, it's going to create three files. It's going to create this LVSC, and I'll talk about that in a second. And don't worry. You don't have to memorize all this, but it creates this beautiful, beautiful folder. This is a beautiful folder, because this is exactly the folder that 3DS Max Interactive needs to open that project. So 3DS Max Interactive and Live really quite honestly are the same thing. It's just Live is just kind of a stripped down version, if you want to kind of think about it that way. Don't tell the developers I said that, but that's what it really is. So that's the thing we want to open when we want to open something in 3DS Max, so the Live service is pretty simple, right?
It doesn't take too long. It's actually sped it up, so that particular one took 15 seconds to get up to the Cloud and back down. But you do need internet access. Believe me. I got that question one time. OK, cool. So let's do it. Let's go ahead, and we're just going to keep marching. Let's go ahead and talk about opening Interactive.
OK, so the way it works is like this. So OK, I'm getting ahead of myself. I'm getting too excited. I'm jumping into Max. OK, so let's open-- so we created the project. Let's just open it in Live really quick. This is called the Live Launcher. Every game engine has a launcher. OK, not every game. I've got a game developer back there. He's going to kill me. Most game engines have a launcher, so just think about it in a launcher standpoint. This is it. It's just basically what project you want to open. It's all on the handout, but I thought I'd warn you about that because it's not quite like Revit in that way.
OK, so here's the project that we are going to open. I've opened it before, but you can always kind of navigate your way back there, and see, and then sort of get there. Now everything's to be live demo, so you are going to have to be a little patient with me, OK? So now you see how it says this Live scene, or this one? So this is the one you want to open for a Stingray project, but there is what we call an LVSC file. The LVSC file is really just a zip file with this folder all zipped up. It is what it is, OK? It is what it is.
So you can either open it in the Content folder, or you can open it using that LVSC file. It used to be called something else, but now, 2.0, it's called that. All right, anyway, here we go. Here we go. Here we go. So we go like this, and we say-- we double click. There's no Open button. But, you know, like I said, I'm using beta version. OK, here we go.
So this is what you saw earlier. This is just Revit Live, OK? Actually, I quite love Revit Live. It's a pretty good way to navigate around a model relatively quickly. And I'm not sure if I like that. And you can move a model around relatively quickly.
The problem with Revit Live is that it's really a single user experience. So you're in front of your Revit model. You want to kick it up to Live. You can then view it, but if you want someone else to view it they need to have the Revit Live program installed. I don't know if you want to call it a limitation or a problem, but that's the way it works. This is opening up relatively slowly.
AUDIENCE: [INAUDIBLE]
PRESENTER: What's that? What's your question?
AUDIENCE: [INAUDIBLE]
PRESENTER: The question was is Revit Live free, or do you have to pay for it? I suppose I missed that. Revit Live, it's called Autodesk now. Autodesk Live is part of the AEC Collection, so that's what I'm going to say. So it's part of the AEC Collection. It's part of the AEC Collection, OK? I'm not sure if I like this thing opening so slow. I may kill that for a second, because we're going to move on. But you saw. You basically saw how it works, right? You basically saw how it works.
I was going to navigate around it. But I want to move on to bigger and better things, because Live is all cool, right? But like I said, it is limiting in many ways.
OK, so let's talk about 3DS Max Interactive, all right? So let's open that same project in 3DS Max Interactive. And let's start talking about how to code in there, how to add all the animations, and all that good stuff, all right? OK, good. So let's do it.
By the way, how many people have the AEC Collection? OK, good. So I'm going to safely say, if you have it, then you have access to these programs. OK, cool. But it is not quote, unquote, free. You do need the AEC Collections.
All right, so let's go ahead and open up 3DS Max Interactive, and that's what you saw at the beginning. This is 3DS Max Interactive, and this is the 3DS Max Launcher, OK? It looks similar to Live, and we're going to get to all these in a little bit. So we're going to go ahead and open up the project.
So did you see when the Live service kicked Revit model up, then pushed it down, and that folder sitting there? That's just gold, right? It's just waiting there to be mined and done beautiful things with, OK? That's just gold. So Live can open, but so can 3DS Max Interactive, and that's what we're doing right now. So this is that same model in 3DS Max Interactive.
I tried to pre-load these earlier, so it wouldn't take so long. But I don't know, it seems to be taking longer, with the data compiling, but anyway, let's see here.
AUDIENCE: So is there any web application that you can put the model there, and multiple people can view it?
PRESENTER: The question was is there any Cloud service, that you can push the model to, that they can be viewed? The Revit Live service job is to take your Revit model, push it up to the Cloud, and push it right back down to your computer. Exactly what it does-- it doesn't do anything else. So does that answer your question? The only thing it does is it takes your Revit model, it pushes it up to the Cloud. It chews on it, and pushes it back down to your computer in that file format that could be opened by 3DS Max in Live. That's all it does.
AUDIENCE: [INAUDIBLE]
PRESENTER: You have to use the Cloud. That's what it does, OK? Yes?
AUDIENCE: Is there a work flow, where--
PRESENTER: I'm listening to you.
AUDIENCE: [INAUDIBLE] bypass [INAUDIBLE] the Live, the [? directory ?] of Stingray, similar to like Enscape where you make your change in Revit [INAUDIBLE]
PRESENTER: OK, so the question was can you bypass the Revit Live service and push it, so that it happens faster-- it happens relatively fast? First of all, the only way to get your Revit project from Revit-- that's not entirely true. We're going to talk about other methods. But the way we're doing it right now is, if you want to have your entire Revit project, let's say, seamlessly go from Revit to the Interactive game engine, you use the Revit Live service, OK?
AUDIENCE: [INAUDIBLE]
PRESENTER: The question was can you Lively get into Max? Yes, you can. And we'll go over that in a minute. We'll go over that in a minute. But I opened up the opened up the wrong one, but that's OK. The point is I want to show you this interface.
All right, so this is actually the game engine. We're going to talk about this a bit later. This is kind of an animation that we're going to bring in, but this is the actual game engine. And I showed you a bit before.
Basically, the way it works is you basically have your levels down here, and you've got your content here. I'm going to see if I can click on this. And then you've got, basically, your information here, and then you've got your controls to actually Start and Stop the game. That's basically the way all game engines are set up. And elements within a game engine are called assets, so that's why this is called an Asset Browser. It's not called a Family Browser. It's called an Asset Browser, all right?
OK. So what I want to do is I want to go ahead and open up another project, and I want to show you how to actually code in some interactivity. I think part of the problem is I still have Revit open. So let me close that, and let me open up Interactive. Any other questions before we open up Interactive? All right, so Interactive, while it's chewing on this thing, let's go to-- got to have it open here? Yeah, here we go right here. OK, So I'm going to show you how to actually take lights inside of a game engine and be able to turn them on and off. It seems simple enough, but it's going to start you down your journey of how to actually code in interactivity into 3DS Max. Interactive, OK?
3DS Max Interactive uses something similar to Dynamo using visual programming, and the way it works is-- OK, so here's the game engine, and here's the model. Actually, I got some columns there. We'll talk about those later-- how we get those in. But here's the actual game engine, and then here's the actual model that we pushed out from Revit Live-- to the Live service-- and then we opened it with 3DS Max Interactive. So we can navigate around this. Just remember we are in 3DS Max, OK?
Your navigation is very similar to all the other programs, but let's say, for example, we want to turn this light on and off. See this one? So of course, we could delete it, and I think that's how you probably would do it, in Enscape, to turn the light off when you wanted to see the light turn off, I imagine. But we don't have to do that.
So what we can do is we can actually code it, so that we can say, light, I want you to turn off when I toggle a button. And isn't that very game oriented, right? When you want to move a character, you move it with your, what we call, input with your keyboard. so this is the way it works. I'm going to talk about something called flow nodes, OK? Flow nodes.
Flow Nodes is the visual programming language, behind 3DS Max Interactive, that allows you to interact with your environment. So it's under here, called Flow Nodes. Excuse me. Here it is. Level Flow, OK? Level Flow. So the first thing we need to do-- is anyone here a Dynamo user? A bit? Oh, look at that. OK, so this is going to be a little bit familiar with it, right? So first you got to select the object, and then you got to do something with it.
But in this case because it's a game engine, and you have the dimension of time and interactivity, you have to actually tell it what you want to do to be able to turn it on and off. OK, it's really, really easy. OK, so let's give it a try. Ready?
So we already selected the Asset. So you want to come over here, and we right click, and we say Create Level Unit. So that just means I have basically selected the Unit. I don't why they call it Unit. Technically, it should be Asset. But we have now selected-- we've selected it. You have to do that, because that's what we want to work with, right? OK, good.
Then what you can do is you right click. You can get all these options, and one's called Light. And then under Light, there's one called-- what do you think? Which one do you think I'd pick?
AUDIENCE: Is it Light Intensity?
PRESENTER: No, not Intensity. Enabled, OK? Do you see where I'm going with this? Yeah? OK. So we want to be able to turn it off. Right now, it's on.
So if we want to make it enabled, we'd have to say, False. So whenever we do something, it's False, which means it turns it off. It means it's un-enabled, OK? All right.
So OK, now this is the one that's doing all the work, so we need to actually wire in the unit. Where would I get that? I'm moving slow, but we're going to rock and roll soon. Where would I get that?
AUDIENCE: [INAUDIBLE]
Yeah, isn't this beautiful? Look, these are color coded. Bang. So I can't actually feed that into light, because it's like, I'm not a light. And then now there's an N. N means it's waiting for data. It's waiting for input, so give it input. So you come over here to Input. And let's do a keyboard button, but you could just as easily have a VR controller and do a button, right.
So we're going to do Input, and under input the button we're going to set would be, I don't know, L maybe, for Light, I suppose. And then for N, do you see these are all gray, so we can line them up? So [INAUDIBLE]. OK, let's go ahead and Save All. You got to Save All, because there's so much in a game engine. You just want to Save All. All right, let's flip back. Let's go to-- and what was it, L? You got to keep me honest.
We're going to go jump in game, because that's how you test it is by Game Mode. This is Test Game Mode. We'll be jumping in here quite a bit, and then we'll come over here. We could use the-- and do you see how this looks like-- do you see how this looks like Autodesk Live? Doesn't this look like Autodesk Live? Why does this look like Autodesk Live?
Because we're using the Live template in 3DS Max Interactive, OK? And how do we get to it? Because we passed it from Revit, up to the Live service, kicked it down. And then 3DS Max Interactive grabbed it, opened it up, and it is the Live template. So it's going to always look like this if you were to deploy this as a game, which would be cool, right? Because then you already have all that extra walking stuff that everyone's familiar with. OK, cool.
Oh, man. I'm getting excited. Oh, I can't wait. I've been waiting a very long time to show this. So we can go Fly Mode, or we can walk. Maybe we should walk. Yeah, let's walk.
All right, and we walk up steps. Yeah, I know those surfaces are flashing. Does that bug anyone? OK, why does every 3D program in AEC do that?
AUDIENCE: [INAUDIBLE]
PRESENTER: That's a rhetorical question. All right, I'm on to you Light. All right, everyone ready? All right, what button do I push?
AUDIENCE: L.
PRESENTER: L. I sure hope this works. Here, we go. L. Oh, yes. Did everyone see that? You have just made your game interactive, all right? You're like, yes, it's no big deal. Really? That's no big deal really? You have just coded that in. You can pass that off, and now you can say Turn Light Off.
We can do a On, and let's just do an On just to kind of complete the circuit. So I'm going to-- I have to Close that. Here, we go. So now if I want to go On-- everyone help me. Ready? The unit's there. I'm just going to Copy Paste these. It's getting real now. Now I've got to change the button to L-- I don't know, P maybe. I don't know why I like P, for Play.
AUDIENCE: O for On.
PRESENTER: O for On? OK, I'll let you debate on what it really should be. True, because this is my game. I'm just teasing. [INAUDIBLE] save all. OK, saved. So did you see what I did? I just did True Enabled and, for P, Enabled, right? OK, let's go ahead and jump back in to the Live template. Unfortunately, the Live template always starts you out here. Although, you could change the Active Camera to move it somewhere else. That is a--
AUDIENCE: [INAUDIBLE]
PRESENTER: Oh, thank you. All right, I love all of you. I tell you what.
AUDIENCE: Could you not also have the same key pressed to turn it On and Off?
PRESENTER: The question was could you have the same key pressed to turn it On and Off? You could. And I know I'm going to get-- just first of all, I'm going to get a lot of advanced questions. We're not doing-- this is not a 3DS Max Interactive Advanced class. That's more of an advanced thing, but you absolutely could. You would just have to-- you would just have to run-- you just have to run some logic on, is it off? And if it is, then turn it back On. But I, in 15 seconds, I can get a two-button On/Off, but it is absolutely possible.
And that's an advanced class, so I'm just going to warn everyone about that. If you want to see more of this, I definitely recommend you fill out the surveys and bring me back, because we can do super awesome cool stuff in round two. All right, so let's-- ready? Let's go up. That makes me nauseous every time I see that. Here, we go. Ready? L, Off. P, On. There, we go.
All right. And now you can do like-- you can do, like, disco, if you want, right? Actually, I grabbed those other ones too. That clear with everyone? Cool. [INAUDIBLE] OK, I'm going to go over it now, so I don't miss it.
What you can do now is-- if you loved the way it looked, and everything is just right-- you could come over here to-- you could come over here to, what we call, the Deployer. OK, see that, Deployer? I know these are a little tiny. And here in the Deployer, you just say Deploy and the Destination, a folder. And you give it a name, and you click that thing. Bang-- Package Project for Windows that will then make a standalone executable. Like, let's pretend we did it. OK, I don't want to do it, but it only takes a few-- it doesn't take very long. Let's pretend we did that, and then it will kick it out to-- let's see here.
I think I have one here. I've got a deployed one in here somewhere. Let's see. Here, we go. See Standalone Game? And it would look like this. We're going to go with this later, but you see it gives an executable. So you deployed it, right?
Now it's in another folder, right? Then you hand that folder to whoever you want to view it. They open it up, and they double click on that .exe, OK? So is everything shut down for me? Yes, everything's shut down. Pretend I don't have Max, and I don't have 3DS Max Interactive, and I don't have Live, and I don't have Revit.
Then all you have to do is double click on this. It would then fire up that standalone game, this, which is the left-- but I keep getting that VR thing, because I don't have my VR headset setup unfortunately. I actually was planning on it, but this is-- it didn't work with this room. So just bear with me. I have to turn that off each time. OK, so here is a deployed game. This is a deployed game. Everyone, understand that? This is a deployed game.
AUDIENCE: [INAUDIBLE]
PRESENTER: Oh, this is a deployed game. Is this what you're asking for? OK, then you got it, right? It's clear, right?
So the moment you open-- so everyone when you get back, if you're on the Collections, get yourself 3DS Max Interactive. Get yourself Live. And then I hope you have a Revit project. Get that Live service to pass it in, OK? Open it up in 3DS Max Interactive. Grab a light or something else. Enable/Disable, right? You're now a programmer. You're now a game engine programmer. Save it. Save All. Deploy it, and now you're a game engine developer, right? And you've got one title under your belt. I have 44.
AUDIENCE: [INAUDIBLE]
PRESENTER: The question was do you need AEC Collection to run this one? You do need a computer and a graphics card to run this one, at a bare minimum.
AUDIENCE: [INAUDIBLE]
PRESENTER: What was the question?
AUDIENCE: In version 2.0?
PRESENTER: In version 2.0?
AUDIENCE: Yeah.
PRESENTER: No. To run this, you need a computer, and a graphics card, and the ability to click on an .exe file.
AUDIENCE: [INAUDIBLE]
PRESENTER: And a keyboard and a mouse-- see where I'm going? So this is a deployed game. This is not Live. This is not 3DS Max Interactive. This is a standalone game. You could sell this at Game Stop if you wanted to. Is that clear? OK, yes. It's very exciting.
AUDIENCE: How big is this file?
PRESENTER: How big is the file? This file's probably about 300 megabytes, so I have to admit they do tend to run kind of large. It is what it is. Yes?
AUDIENCE: [INAUDIBLE]
PRESENTER: The question was an Enscape question. I'm not going to address that here. Let's talk later and have a beer, and we'll talk about comparisons. But I can't talk about that here, but the question was about Enscape and comparisons. Yes?
AUDIENCE: Could you deploy it to other platforms?
PRESENTER: Could you deploy it to other platforms? That's a very good question. At this time, no. But you will be able to-- well, at this time, no. But if you look at the Deployer, there seems to be other options there. Technically yes, you can. PS4 is there. Xbox is there, but I'm deploying to Windows. Technically, you can do iOS. If you need iOS Developer stuff, that's kind of way beyond this class, but the answer is yes. Any other questions? I'm glad everyone's getting excited. Let's just-- because you had two. Yes?
AUDIENCE: I imagine you could do that to a group and not just one light, but to set up all lights and just do the whole thing?
PRESENTER: Absolutely. You can do it to a bunch of lights and not just one. Yes? Yes?
AUDIENCE: The lights will turn on and off here, as well?
PRESENTER: The lights will turn on and off here, as well, yes. And we'll talk about-- now in this case, this is pretty simple, because you were the user. The user, if it was someone else, and you just passed it, wouldn't know that L and P are what to push. We will talk about how to actually put a HUD-- what we call a HUD-- a Heads Up Display on here, so that they could say-- it'll say, push P. Push L. We could do that. But yes-- whoa, a lot of questions. I'm going to set up my next one, and then we'll keep going. But I'm really glad everyone's excited to see this.
Let me set-- no, it's exciting-- very exciting. OK, so you remember what I said? Let me just-- I just gotta-- I gotta get the next one set up, and then we'll talk about questions. All right, while that fires up, another question? It was over here. Yes?
AUDIENCE: Animating door swings?
PRESENTER: Animating door swings is possible. We won't go over it today, but we'll get to how to animate in a little bit.
AUDIENCE: Have you actually had it running on a PS4?
PRESENTER: Have I had it personally running on a PS4? No, I have not, but I have seen it run on-- I have seen the Interactive game engine run on other platforms. I have seen it. Yes?
AUDIENCE: What's the underlying [INAUDIBLE]?
PRESENTER: OK, the question was on changes. We'll get to that in a little bit. I'll address changes later, but that's a very good question. What if my model changes? Yes?
AUDIENCE: Changing materials?
PRESENTER: Changing materials?
AUDIENCE: [INAUDIBLE]
PRESENTER: OK, the question was changing materials interactively. I wasn't going to do it, but I'll talk about it if it came up. It is in the handout. One's called How to Change Materials. Boom, it's in there. If you've got that page, you're the lucky one. Go ahead and look at it.
So what we've talked about so far is kind of project-wise like a big project, right. This whole building, send it out, send it in. But you do have the ability-- and this goes back to what you were kind of getting at-- is you do have the ability to take just single components, single things, out of Revit or out of 3DS Max and put it into the game engine. That works a little different. You would not use the Live Service for that case.
What the Live service does technically is it takes your Revit model, it pushes it up to the Cloud, it chews on it, and it pushes it down in a game engine format, which Stingray can read. But it also takes it and adds collision interaction with it. It adds what we call Actors, so that when you run into a wall you won't go right through it. So there's other things happening there on a global scale, that the Revit Live service does, that you don't want to have to do manually all the time. That's the beauty of it.
Now if you want to be able to-- you can't animate a whole-- I mean, you could animate a whole building. But if you want to, like, animate something or just kind of work on a real detail level like animating a door or animating a forklift truck or whatever, you want to bring that in in single components. Is that clear? So decide what you want to animate. Decide what you want to interact with on a micro scale, and bring that in separately, OK? That's kind of the takeaway.
The big, global stuff like, for example-- let's talk about this room. We'd bring this whole room, but if I wanted to rearrange these chairs I would bring these chairs in assets, which you can do them all at once. But it's single assets, or as one and then repeat them-- that way we have the ability to pick them up and move them around like in virtual reality, because they're a little special. So let's put it-- I'm trying to explain this.
When you want to do something a little special-- if you want to do something a little extra special, bring it in as a separate component. Is that clear? So this one I love. This was a Corinthian column I built in Revit a very long time ago. I thought I'd bring it out and look at. Everyone gets this in the data set if you happen to need Corinthian columns in Revit. But that was built inside of Revit, OK? Let's bring this into 3DS Max Interactive.
And let's make it a Collision, so we can't pass through it. And let's give it some physics, so when we run into it, it falls over. How's that sound? All right, so now let's-- now we're into act 2, 2.1, Actors and Physics. Exciting stuff, I tell you.
OK, how easy is it to get it out of Revit? You don't use the Live service. Don't use the Live service on small components, OK? You certainly could, but there's no reason to. OK, so what do you do? Actually, use that thing that we saw here, that we thought we would never use-- the FBX Export. What's that there for? Actually, it's beautiful now, right? Maybe Revit had a vision 15 years ago that it was going to game engine. So that is the universal format that game engines talk with, so that's what we're going to export at.
And there is going to be like, well, what if there's changes? OK, we'll talk about changes maybe not so much for this, because it hasn't changed for 4,000 years, but if you have a change in, like, something, right? Or maybe you want to add a little different motif or something? There are a abilities to change this, OK? So with this case, there are many ways to do this.
The way I'm going to show you, which is the easiest kind of quickest way to get going, is if this is a Revit family send it out as an FBX. Technically, you can send this to 3DS Max and then that way, but we're going to do this way. Yes?
AUDIENCE: Are you in the Family Editor?
PRESENTER: I am in the Family Editor? That's right. That's an RFA. So you Export. It takes, like, three seconds. Boom, boom, boom, done. Boom, boom, boom, done. Let's go ahead and go to 3DS Max Interactive. Don't even need-- don't even need 3DS-- you don't even need Max, because nothing's moving. When we want to add animations, we have to bring it into 3DS Max, add the animations, then send it out. This is just a static Corinthian column, right? It shouldn't move. I mean, you're not going to have animations on it, right?
OK, so let's go ahead and bring this-- to have some fun, we'll bring it into a different template. Now here are the different templates if you wanted to start from scratch. You've got, like I said before-- you've got what we call the first-person template. You've got a basic one, which is kind of like Live. You've got an empty one. Don't ever use that. You've got a vehicle, and we'll talk about that later. And then you've got the VRs-- are kind of the way you have to look at it.
So in this case, we're going to use this template, which I already kind of set one up for you here. So while that opens, are there any other questions? Yes?
AUDIENCE: [INAUDIBLE]
PRESENTER: You've got to repeat that question. I didn't understand it.
AUDIENCE: Can you Export to [INAUDIBLE]?
PRESENTER: I'm going to-- OK, wait. The question was when you export your project to Live-- you technically don't export it to Live, but the live service takes it and transfers it for you. Let's just keep that, because it'll be important with the changes that happens later. But yes.
AUDIENCE: Sort of like you can turn off all the doors, for example, [INAUDIBLE].
PRESENTER: OK, so the question was-- I didn't go over it much, but before you send it to the Live service you'll want to get the view that you want to work with first. So I imagine it's a lot like Enscape or even a 3D PDF, right? You want to see the view first, so you want to turn off all your doors and windows, and then send it up. So yes, you can do that, certainly. Like, if you got structure, and you got architecture overlaid, and you want to turn off all the architectural doors or whatever, sure-- absolutely, you can do that and then send it up. And then, the doors would not translate through that process.
All right, any questions? OK, cool. So let's go ahead and bring that column in. So the way it works when you Import stuff into Interactive, it works this way. Oh, I've already got it here. I'm going to delete this, because I already have it. Delete. OK, here we go. Ready?
So you can just make a new-- I recommend you try to keep the file structure that you see right there. There's a hand-- in one of the pages that shows you the file structure. But it's a good idea to keep the file structure, because when you export-- when you develop the games-- it's a lot easier to keep track of your content. And if you're using the templates, they're happy when you put things in the format at which they came, so I wouldn't want to put the Corinthian column right here on the Root. I'd want to put it down here in the Models folder. It's just kind of good practice.
And then you can right click and say Create New Folder, and then I actually created one here. Column. Now you come over here to Import, OK? You go to Import, and then here it is, Corinthian FBX. See it? That's what I exported.
Here's the Import window. Materials, Textures, Unit Mesh is good. Don't have Animation checked. There's no animation anyway, so don't check it, because it can really mess you up if you do. And then you say Import, and then it's going to Import the FBX. It's going to bring in the materials and everything else that was part of it. Now I am in the Asset Browser. Now if I want to add in here, all I have to do is select it, much like a family in Revit, and it would say Unit. And then I can come and drag it right into place. Bang.
Oh, that's pretty. Oh, yeah. Let's do another one. Oh, that's pretty.
And here, you can manipulate its location, and you can even scale it. And this Corinthian better scale. There, we go, right? Cool. And then let's go ahead and jump into Game, because it's super fun. We're jumping to Game. Uh oh, pushed the wrong button. That's the Start Menu. Don't want to do that. We'll get into that later.
Let's jump into Game. Here, we go. Oh, my goodness. So cool. And you can change this character if you wanted to. Of course, that's the Advanced class. Here, we go. Right there it is. Oh, it's so pretty. I love it. Look at that. There, we go.
Now notice that we walk right through it. Everyone see that? We walk right through it, and that's not cool, right? Maybe? Here's a little target we can-- so how do we make it, what we call, a Collision Actor? How do we make it, so we can't pass through the thing, right? It's so simple. Did everyone got that? Did you see how simple it was to bring in that Corinthian? It's not hard, right? OK, cool.
AUDIENCE: [INAUDIBLE] replace your existing-- for example, if you have doors, now you bring in [INAUDIBLE], and if it's animated [INAUDIBLE]
PRESENTER: The question was can you bring in-- if you bring in-- I imagine it's through the Live service. If you bring in doors through, like, the Live service, can you switch them out with components that you have brought in through the FBX Import? Yes. Although, I'm not sure why you'd want to do that. I think you're getting through your door swing question, but the door swings are a different-- we've got an Animation section in Act 3. So just hang on. OK, yes?
AUDIENCE: Did you have any components [INAUDIBLE] furniture, that in Revit, [INAUDIBLE]? Like, when you get it in here, you want a really nice, detailed model. [INAUDIBLE]
PRESENTER: OK, so the question was-- the question was-- OK, sorry. I'll clarify. You mean then go back to Revit?
AUDIENCE: No, no. Like, say because you wanted [INAUDIBLE] a really nice, detailed furniture in Stingray?
PRESENTER: Interactive. Interactive.
AUDIENCE: [INAUDIBLE]
PRESENTER: OK, the question was-- the question was, if you bring it in, can you add stuff to it-- is your question. Like, details and whatnot?
AUDIENCE: [INAUDIBLE] swap it out. Swap it out. [INAUDIBLE] keep it simple in Revit.
PRESENTER: Keep it simple in Revit.
AUDIENCE: Revit's like [INAUDIBLE], and you want to swap it out with a different object [INAUDIBLE]
PRESENTER: I still-- I'm having trouble understanding the question. OK, try it again.
AUDIENCE: [INAUDIBLE] one with detail and one with no detail. The one with no detail's [? Revit, ?] and the one with [? detail's ?] Revit.
PRESENTER: Oh, you're talking about level of detail?
AUDIENCE: Yes.
PRESENTER: OK, there is a whole-- that's Part Two. There's a whole level of detail that is inside of a game engine, inherent, and you could access that. So you can bring in two models, if you wanted to, and you can have level of detail. There's a whole way you can do a level of detail. You could do it where you keep it light in Revit and bring in the heavy stuff inside of Interactive.
And game engines naturally work with level of detail. So like, if you're really far away, it actually will swap out the low-res one, and then as you get closer it'll swap out the high-res one. That's more intricate stuff, because right now we're just kind of talking about-- we're not really getting into that, but that's totally possible. Let's talk later, and we'll-- well, that's Cry. I see you, buddy. We'll get into it a little later. OK?
AUDIENCE: Can I change this column to a tree and keep it in the exact same place [INAUDIBLE]?
PRESENTER: Could you change it to a tree and keep-- and keep it in your model in this one?
AUDIENCE: And to blanket it across my entire project.
PRESENTER: So the question was-- you want to switch these all out. So, now you put Corinthian columns everywhere, you want to switch them out with trees. Yeah, absolutely. Yeah, of course. Yeah. Yeah, you could do that manually, or you can do it with flow notes, because you have access to all of its locations here, which is a super, beautiful thing. OK, let's move on. Ready? OK. I'm so excited, because now we get to modify this.
All right, so we're going to open this up in a Unit Editor. It's very similar to a Family Editor, because we need to do something to it. So you can right click and say Open in Unit Editor like this. This is the Unit Editor, OK?
So there's not a whole lot to it. It does have some properties here, and then it has the actual element here. When it shows up with the blue, it means it's a Mesh. It's a Mesh. What we want to do is we can right click, and we can say Create Physics Actor. Now remember we're making it Collision, so we don't run through it, right? That's what we're doing just so we're all straight?
So we go right click. And everyone see it? Right click. Create Physics Actor. It will add the Actor here and call it the same name. You've just made it-- you have just said-- basically, what you did would was you said, Game Engine, pay attention to that column. It now wants-- it's going to be running-- you're going to be running physics calculations on it. Really special. Why? Because a game engine has physics. Oh, awesome.
AUDIENCE: [INAUDIBLE]
PRESENTER: What now?
AUDIENCE: Is there an Import function under File?
PRESENTER: Is there an Import function under File? You won't want to Import here. You'd want to Import in the Game Engine and then edit in this Unit Editor.
AUDIENCE: [INAUDIBLE] when you swap it out?
PRESENTER: OK, I love the swapping questions. Let's talk later, because there's lots of ways to do it. But yes, swapping, yes. Yes, big happy face. All right, so now do you see how this is like a Mesh? If you come over here to Shape Type, it's OK to keep it a Mesh, but because you may have 10,000 of these you may want to switch it out to something else like just a different something, like a box, only because when this starts to get a lot of physics, you don't want to calculate all the meshes. Because it's got to calculate all the nodal points to do all the physics, because now we're dealing with dimension and time in physics. It's like Revit time-- it's just Revit times 100. It's just so much more in a game engine you've got to keep track of.
Anyway, so this would be like the collider box, which you couldn't go through. Simple enough, right? So then you make sure that it's on Static, and that you're on box, in this case. And then all you do is say Save All. Boom. Save All. Done. Save all. Done.
Jump back in the game. And what needs to happen now? Well, what do you think needs to happen?
AUDIENCE: [INAUDIBLE]
PRESENTER: What now? No, with the column.
AUDIENCE: [INAUDIBLE]
PRESENTER: Yeah, there you go. You can't go through it, right? Sweet. We're awesome. Isn't that easy and cool? Isn't that easy and cool? Yeah? All right.
Oh, and it gets way better. OK, watch this. Let's add physics to it, so that when we run into it, it falls over. And we'll give it mass. Oh!
Instead of calling it Static-- I'll get your question in a second-- let's call it Dynamic. Give it a bit of Mass. OK, forgive me, if there are any classical architecture aficionados here. I'm going to give it a random weight, OK? I had someone jump on me outside the doors one time, and they were like, no, no, no. So just bear with me, OK? It's all in good fun.
So I hit Save As. Did you see what I did? Dynamic, give it away. Got it? Oops, not Save As. Save All. Now let's see what happens. Here, we go. Ready?
This thing better react to physics. What would that mean, me shooting at it? Get the other one. Oh! Oh, it's on now. Oh yeah, you think-- you know what, we just opened a door that we can never return. Oh, I tell you, right? So now we got physics. So what? You want to copy them around? Now that you got living, breathing physics, it's on now. You can Copy Paste these things all over. Oh, my goodness.
AUDIENCE: Will both of those have the same mass?
PRESENTER: It is on. OK, the question was, do these have the same mass? I'm going to put this up here. Does it have the same mass? The answer is yes. Sorry, I'm geeking out already. Whoa! All right, cool?
AUDIENCE: Yeah.
PRESENTER: All right. Easy, right? Easy. OK, it gets way better. It gets way better. We have just scratched the surface of what we can do in here, all right? So we will see you later.
AUDIENCE: [INAUDIBLE] not working. I'm just playing.
PRESENTER: Did you hear that comment? I can't work. I just play. Wow, it's an awesome time to be alive in the AEC industry, right? Because when you do this, you are playing games, and you're working at the same time. All right? Awesome. Yeah?
AUDIENCE: [INAUDIBLE]
PRESENTER: OK, the question was is it good to keep a catalog to kind of keep the weights? Here's my comment about the physics and the weights. I'm going to leave it up to you to understand the way-- what the weight you should add in-- to be how you feel this should behave in your game. OK, that's all I'm going to say, because we could get into discussions about what it should be. But if you figured it out, and you want to keep a catalog like Corinthian Column, 20 feet, 500k. Well, no. It wouldn't-- OK, 300k, right. Whatever. You can keep [INAUDIBLE] if you want.
But I understand the game engine, as you get into it, it's kind of the way you feel. Like, it doesn't quite feel like 500. It feels more like 1,000, right? So you're going to do that, especially when you get into the vehicle template, and you get into the Live temple with animation. OK, so I leave that up to you, but if you want to talk I may have some suggestions for you on what to make that. But anyway, see how easy that is-- where we just took our family? Boom, FBX. Boom, down. Right?
OK, now I'm not going to go into it, but if you wanted to-- and it's in the handout. Do you see that button right there? It's a beautiful thing. It says-- what's it say? Send to 3DS Max, OK? So if you didn't like your motif, or whatever you wanted to add-- like extra flowers on your component, right-- you could send it to 3DS Max. It'll open 3DS Max and open that FBX. It is now in 3DS Max.
You can add your stuff, and you have the ability to Connect it. There's a Connect button. I wasn't going to go over this much, but it's in the handout, OK? You can Connect it back to the game engine. And you can make changes in 3DS Max, and it'll make changes in the game engine. That's its relationship. That's why this is called 3DS Max Interactive. I wasn't going to go into it much, but that's why it's called 3DS Max Interactive.
Because once you make that link with 3DS Max, they talk dynamically to each other. You can even map the View Ports. So if you're in your 3DS Max window when you move this way, 3DS Max Interaction will move that way. OK, so it's very much tied together, but I wasn't going to be the focus of this class. Because we're talking more kind of global stuff, but it is possible, and it's all in the handout. OK, cool?
You even have this one if you're a Maya person. But you get less connectivity, because this is called 3DS Max Interactive, not Maya Interactive. OK? All right, cool. All good?
Dynamic Actor. Oh, OK. OK, here we go. We got 26 minutes.
Let's talk about if you have, like, a single animation. Let's say you have a scene, and you want to just have a simple animation-- a waterfall flowing or-- what other examples can we have? A door opening, right? Little, simple animations. We'll talk about global ones, but right now it's little, simple animations. What you would want to do is you'd want to build that in 3DS Max, or send it to 3DS Max and build your animations.
So what I did was-- how come this is not open? What I did was I built an animation. Should we open this one? Maybe we should open this one. Because we're running out of-- this one takes a while. I guess we should just open that one we just had open. OK.
It works the same way quite honestly, and I might not go over it. But did you see how when we imported the Corinthian column, we had FBX Import window? Oh, it is there. OK, maybe we'll do it. Maybe we'll do it. Let's try it. OK, New, Create New Folder, Animation. OK, we'll just see how long it takes. All right, so I'm going to Import here.
Now in the FBX, we got here. We got Import Single Animation, Import Simple Animation. There, we go. OK, I am import-- you just click that one. That's the only difference. Is that difficult? OK, but you do build it in 3DS Max, right?
I want everyone to understand 3DS Max Interactive is not a place to build your content. It's a place to display your content and make it awesome. So there is another authoring tool. With the big buildings, you use Revit. If you want to do the Corinthian or whatever, you use your Family Editor. If you want to have animation, can you do animation in Revit? OK, so if you want to have a moving something, don't use Revit, right? Build it in 3DS Max. Send it out as an FBX Export.
Or use the Live link-- the Live link we talked about-- Live link. And then you bring it in, click the Animation button, and now it's in your game engine. And I've got it right here I built this in Revit actually, and then I brought it into Max, and it animated it. Yes, that is a full size AT ACT. There, it is. All right.
Now the way to animate it is you right click. I'm going to start moving a little faster. You right click, and you say Create Animation Controller. The animation does come in with the FBX, but you have to assign it, OK? And I made a Controller.
Now the Controller is where you actually put the Animation. And if I lose you, just look at the handout. You Delete the Default. You come here, and you say Create New Clip State. Am I getting a little crazy? Maybe not. Come here, and say Animation, which is already there. And then it's going to bring it in.
I just have its head moving. You see that? You see that? And it's just going to loop.
So then I hit Save, and then boom, and then there we go. Oh, isn't that beautiful? How simple was that? Maybe, maybe not so simple? But it gets possible, right? So the only difference is you add the Animation, you use the Animation Controller, you loop it. It's all in the handout, one page. Done, right? I'm not going to add physics to this, because we'd be here all day. And we could totally make a awesome thing out of this, but this is for education purposes. I have to say that for legal reasons, but you'll get all these things to educate yourself with. OK, any questions about that? No?
What if you have a big animation, a whole building being constructed? This is where like the light bulb turned on in my head, and I was like, what else can I use 3DS Max Interactive for? And I thought-- Save it? Don't Save it? You got it all, OK. I was like, what?
Oh, by the way-- by the way, at work, I love to build these little animations like a wolf or the ATC, and I stick them inside closets. And then when I Deploy that Live Viewer, they come cruising along. And then they'll say, what are you doing? It's all fun. It's all good, right? OK, so anyway, what's the problem with construction animations, I thought? This is something that we typically do all the time in our office. Just construction animations, right? Just the way a building goes together-- pretty simple, right.
But I was thinking what's the problem with this? Well, OK, I personally built it, so go easy on me. It is a bit boring, I do admit. It's telling a story. That's what you want to do with this, right? This went to a contractor to tell him how to put these particular components together.
The problem is I took it upon myself to think that I knew better than the contractor, who was viewing this, where he wanted to look. So I'm like, you want to look here. And then when this is halfway done, we're going to Pan, and then we're going to look over here. And that's what you get with my animation, right. But isn't that a very selfish thing to do, don't you think?
But they're like, you know what, I've got to look up in that upper corner. What's in the upper corner? Oh, didn't render that. But I really need to look in that upper corner when that thing-- well then, pay us more. We've got to build another animation, and then we'll put that angle on there for you. That is so 2016.
So I'm like, well, the Game Engine you can support animations. What if I put this in my Live template? Can I deploy that, and give a little trigger to play, and you can go anywhere you want? Right? So everyone want to see it? Oh, man. OK, watch this. Yay. So awesome.
OK, here we go. I know everyone's looking at the time. Just bear with me. OK, so you know how to do the animation. Build it in 3DS Max, Live link, or FBX. Bring in FBX Import. It uses it with the Live link and the Import. And then what button do you pick if you have an animation? Animation. Right, it could do single components. It could do huge buildings. It'll take any animation.
It was some reason with reason. OK. Oh, here we go. OK, here we go.
So I want to get to the other templates, but let me just show you, really quick, what we're kind of dealing with here. This is the animation, right. This is basically what I did, and I took the unit and slit it into place. That's it, right. Here's the unit. You just slide it into place. Boom, right into my spot. And then what I did here was I decided to make-- I'm just going to go over it.
You can-- just like the lights, you can do Play Animation Clip. The Unit is the Unit you select, and the Press Button I did for P, for Play. Is that hard? All right, it's like turning on an off a light. Easy. OK? Boom, done. Then you come over here, and then you just basically test it. That's it-- in the Live template, because it's already got the downs, OK?
Now I added a little P to Play. You see that on the bottom right. That's in the handout, but that's something that-- so here we go. OK, you're in the Live template, right. You go, yeah. I want to go over here. I love this. Watch this. Ready? P. Yeah!
This is the same animation that I had but now at any angle I want, or any angle the user wants, right. So you can fly around, float around. You're like, you know what? The contractor is like, I want to look up in that corner now. Well, you're like, well, then go look up in the corner. My goodness, stop complaining. Holy smokes. Just charge him a little extra for this, right?
I want to see how those gusset plates go. Oh, I love it. How's that look on there? Oh, what? And then you push P. It'll replay it. You're like, oh, now I got the right angle. How does that quite go together now? I want to zoom way in. Oh, I see now. Yeah. Awesome, right? Everyone like that? How cool is that, right? OK.
So just start thinking out of the box how you use this, right? OK, cool. Don't be so selfish with those camera angles, OK. All right, and P to Play. It's super simple.
We go here. You go to Scaleform. Here, we go. Scaleform Studio, it's all on the handout. This is basically-- Scaleform Studio is like a middleware. It's free with 3DS Max Interactive, and it allows you to draw 2D Elements that can display on your screen, which is called the heads-up display. They've got labels. They got all this stuff. That's how those little icons were made in the Live template. You can even hijack those, if you wanted to. But P for Play. Done, right? OK, I won't go over it too much.
OK. All right. Let's do a-- OK, so I won't need to go over it, because we're doing pretty good. Does everyone understand how to bring in that column, and then how to add the physics to it-- the dynamic physics? You just had to wait. So I was thinking-- my friend was like, I've got this site, and I want to put it in the game engine. I'm like, yeah, let's do it. Let's do it.
So we had these two drainage ditches sitting on the site. And I was like, oh, this site looks pretty flat. Why do you have drainage ditches on each side? What if I built some spheres-- maybe 30,000 of them-- and I dropped them onto this site and watched them-- where they roll? Could I actually predict and see if those drainage ditches are actually working? Oh, it's awesome. In the data set, right?
So instead of a Corinthian column, build a sphere. Can you all build a sphere? Right, FBX? And then instead of the-- instead of the shape of a box, use the shape of a sphere as a sphere, then just add it in 30,000 times. Put it up at 30,000 feet. Deploy the game and then stand back, and that's what you got. This. OK?
Here, we go. Ready? Oh, it's getting real now. OK, here we go. Large template 30,000 assets. I showed this to the developers. They're like, you're crazy.
OK, here's the Live template. Here, we go. Oh, yes. Let's get over there. Let's see it. They're all-- should be dropping. There, we go. Oh, yes. Look at that. Oh, man. That is a thing of beauty. Look at that. Sorry, there's no sound, but look at that. 30,000 spheres dropped on this site, and there's drainage ditches on each side.
And I was like, let's see where they go. It's interesting. They're actually hitting the roof too. It has a box thing, so they're kind of getting caught up on the roof. But anyway, you see them kind of moseying around. So I'm just going to let this play. Got it? And then we'll just kind of move on, but do you see everyone could do that now, right?
I mean, at least get the balls set up, maybe not the trees and the buildings, but you could-- OK, cool. OK, you want to walk around? OK, we'll walk around. Look. Sorry, I'm geeking out. We got to go.
Look at this. This is awesome. Look at that. Oh, that's so cool. You can even bump into these things. Oh, I love it.
All right, so let's get a little bird's eye view here. Let's see if we can Zoom Out. Let's see if I can Zoom Out. Can I Zoom Out. There, we go. OK, here we go.
All right, so we will keep an eye on this site for a little while, and we'll kind of see where those things go. So that's the clip. There they are. See them? They're going to kind of mosey for a while. We'll just kind of keep an eye on them. Drainage ditch this side, that side, all right? I'll cut to the chase.
You can see, actually, what happens. It's very interesting. Can everyone see that? Do you see how they gathered? Like, they started there, and then they all gathered to that side. I didn't say anything. I just deployed this to my friend.
He was like, you know, my site did slope all this way. I'm like, yeah. Maybe you should fix it, right. But it was this fun way of doing it. I knew it was wrong. I knew it, right?
So sometimes when something's wrong, you know, there's different ways you can tell someone, right. Do you send an email? Wrong. CC everyone in the office, right. Or do you send them a playable game, to them, and then they're like, oh, yeah. Because what they're going to do-- they're going to fix it, and they're going to watch it again, right. Anyway, it's kind of fun to play with the thing. But anyway, just remember you got physics too, OK? You got physics too.
All right, so I've got-- let's see how much time I got. I got 11 minutes. Cool. OK, I'm going to show you-- thank you. OK, I got 11 minutes. I'm going to show you two more things, OK? I'm going to show you how to work in VR-- work in the VR template. All right? The VR template works a little bit differently, but it's pretty cool.
OK, so the VR template-- I am going to show you this way, because then we can move on. So the way the VR template works, basically, is you have an ability to actually jump into your scene, and put on your VR headset, and interact with objects. If there's any object you want to add interactivity to, just do the import like we did last time. And instead of adding a Physics Actor-- we'll add a Physics Actor-- but then add these two nodes in your Flow Node. And that's it, these two nodes in your Flow Node. Let's see.
They're under the Flow Nodes of the other ones, and it's just here. It's just called Tactile Feedback. Copy Paste, right. Then that entity will become interactive, and then you can basically move around like this. And I geek out about this stuff all the time. That's all you do. Copy those two things. Boom, it's in the handout, and then you get some super awesome stuff like this. Super cool. right?
You can move around, and you can actually pick up objects. I'll tell you, when you're in VR, and you pick up something you built, it's like, oh! It's like, I'm going to geek out about this hardcore. So I was like, how far can I take this? But this is all cool, right? I'm like, how far could I take this? So anyway-- so anyway, you get the idea, right? OK, so here we go. You get the idea.
There's so much you can do here. And then you can kind of see like just how the physics works. Like, if you were to just look here. Like, watch. You can pick up objects and just watch the interactivity. This just blows my mind. I mean, look at this. When you do this with the VR template and those two nodes, oh, it's a beautiful thing.
So instead of a bat, I was like, what if I model a laser sword? I have to say laser sword for legal reasons. I was like, what if I model a laser sword, right? Here's me picking it up and dah-duh-dah. I'm like, oh, what about this gentleman here? Same as before. What about those gentlemen down there? What about that there? You saw that already, right? Here, we go. Keep through and through. And there's the telehandler you saw.
And then here is the light saber, and you can kind of see that it has interactivity that you can-- yeah, there you go. And I'm making the sound effects, right. You can make the sound effects, or you can do it yourself. And then you can, of course, then, if you wanted to, you can have it interact with other things, right. Not like a little thing, but you can actually knock it against a storm trooper, and then have that kind of stuff. They sit the-- you know, they can't hit the side of a barn, but you can. Anyway, I have them pop back up like that. OK, I'm having so much fun. I cut them all down. Anyway, super cool.
Any questions about that, the VR template? Two things, boom. [INAUDIBLE] All right, we got seven minutes. OK, I want to talk now, quickly, about how to go and do movements for equipment, OK? So for example, I'm going to open up another Revit model.
Now let's say you're in-- you want to-- because a big, common thing is that you want to be able to operate equipment-- a telehandler-- like a piece of construction equipment-- or operating equipment with lights. It's just kind of combining the things we learned into one aspect, and opening doors would kind of be part of it. So let's say you get your family here, and then here it is. So this is just basically a simple family with a-- this is basically a piece of operating equipment in an operating room. TV lights and whatnot, right?
So the way this works is you can Export this thing, and then you'll want to send it to 3DS Max. OK, so let's open this back up in 3DS Max. So when you send it to 3DS Max, all you need to do is make sure it's Rotation Points are at the location where you want it to what?
AUDIENCE: Rotate.
PRESENTER: Rotate, OK? So just Move in 3DS Max-- if you're not familiar, it's in the handout. But you just adjust Pivot Points, OK? You adjust Pivot Points to the locations at which you want the joints to move. All right, so this one, for example, is there. This one's there. Do you see these Pivot Points? But if you needed to adjust it, you go over here. Affect Pivot, and then you move it. I know I'm moving a little fast, but you basically just adjust all these Pivot Points.
You send it back out to 3DS Max Interactive, because now when you want to rotate it, it won't rotate about its center. It'll rotate about its joint. One more thing, if you have a hand-- and then you have a forearm, and an arm, and then a shoulder-- you have to set the hierarchy up, so that when your shoulder moves your hand moves-- very similar to the class we did last year on Rotation. So you basically just set up the hierarchy here, so your light is here. Your arm is there. You see what I'm saying?
That's your hand. That's your forearm. That's your arm. That's your shoulder. That's your clavicle. That's your body, OK? You send that in, and it will look exactly the same in 3DS Max Interactive, so let's open that up really quick.
And it's the same way with a Vehicle, except instead of sending it to the Live template, send it to what? If you wanted to drive it-- if that was a car, where would you send it? What template?
AUDIENCE: Vehicle.
PRESENTER: Vehicle template. If you wanted to move it and walk around it, then you would send it to the-- then you would send it to the Live template, so that's what I'm doing now. Let me show you what it looks like really quick, and then we'll drive the telehandler. Any questions? I know I'm moving fast. And I warned you, didn't I? OK, but don't worry. It's all in the handout. So here we go.
Here's the piece of equipment. I just brought it in. I'm going to do a Unit-- remember the Unit Editor? Does everyone remember the Unit Editor? Yeah? OK, does everyone remember that hierarchy that I showed you with hand, forearm, arm, shoulder? It comes right back in the Unit Editor. So, instead of turning on and off a light or pushing play, all you have to do is say, Select that shoulder, or that hand, or that arm. And instead of doing a turn on and off, you do a-- anyone guess? [INAUDIBLE] Rotate, right? Rotate Unit.
OK, so here it is. Under Unit Flow, it's already all set up here, you see? So it just basically works like this. Rotate Unit. What's the Unit? It's me. And then the object is the actual thing you want to rotate, and the Delta Rotation is an xyz axis.
Just play with it, because sometimes it's kind of funny, right. If you do it, and then your-- you know, then do it again, and OK, it's pretty easy. This is the Input. And what do I have here is 9. And this is moving TV Arm 1 , which would be TV Arm 1, which would be that one, OK? So let's, here, go jump in game, and then you can move it. I got two minutes.
OK, here we go. Ready? So you go here. OK. Here, we go. Ready?
This is actually one of the deployed games. You can actually set Viewpoints. There, it is. Ready? I'm going to press 9, and there it goes. Oh, isn't that beautiful? Oh, that is so pretty.
I actually pre-set some of these up already. Look at that. Oh, gorgeous. Look at that. Look at that. Oh, my goodness. Isn't that awesome? OK, one more thing. So any questions on that? No?
All right, one more. Everyone want to see the Vehicle template? So the Vehicle template, I love to use, because I love to Deploy it to my contractor friends. And I say, here, you can drive this around your site for logistics. And they're like, yeah, OK. Cool. So basically, it's the same thing that we did with the operating equipment, except it's on a vehicle. There's specific namings, but that's it. Otherwise, put it in the Vehicle template, and then Deploy your game. [INAUDIBLE]
Where is it at? Now you got me way ahead of myself. I'm getting really excited here. That's not it. Hang on. Hang on. OK, give me a second. Why am I-- OK, let me just Open the File, and then I'll show you.
But actually, you're allowed to do actual physics in it. Let's see. Here, we go. We'll get this open, and we'll go, OK? Any other questions about that up to this point? I know we're getting kind of crazy and wild, right? Yes-- as this opens.
AUDIENCE: Can you make the TBT rotatable inside of Revit, or is that all that can be done?
PRESENTER: The rotating was all programmed inside of 3DS Max Interactive, yeah. OK, any other questions?
AUDIENCE: [INAUDIBLE]
PRESENTER: The question was what?
AUDIENCE: [INAUDIBLE]
PRESENTER: You certainly could. You certainly could do that. Yeah, you could pull them around in VR. Yeah, you have that ability. Absolutely. Let me see here. I'm not sure why we're-- while that's opening, I've got a backup here just in case. Just in case, I got a backup. Hang on. Hang on. I got you back up. Here, we go. Let's see.
Oh, here we go. Well, this is-- do I want to use that one? Oh, here we go. OK. All right, let's do this really quick. Oh yeah, here we go. All right.
So basically, this is the vehicle template. And then you see here I have Raise, and Lower, and all that. So I brought this to my friend, and I'm like, why don't you do a logistics plan with this? He's like, OK, I did that. And then I showed out where to park and whatnot. And I'm like, did you go and park it here and there? He's like, yeah. I'm like, well, did you check and see?
Did you do logistics? Did you check and see if the telehandler would jump over the cement truck? He's like, what? I'm like, well, you did a logistics plan, didn't you? Of course, I did. Well then, how could you not check that? Yes, of course, that's so and so.
But I mean, you could certainly use this to, like, raise, and lower, and see if you need to, like, reach certain windows, and so on. OK, this is all deployed for you in the game engine and in the data set. OK, everyone. I want to thank everyone for being here. You were super awesome. I'll be around all week. Go out there and do awesome things. Thank you!
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