Is it possible to export FBX or OBJ files from Aveva marine? - unity3d

I want to export 3D models made in Aveva Marine to be used in the Unity game engine.
Is it possible to export models to .FBX or .OBJ directly from Aveva Marine or I need to do use conversion software?
I haven't found any other way that can do that without converting to another format first.

The file formats of your model exports depends on your Aveva Marine software version. I believe .FBX and .OBJ are both supported formats using the Export function in the software. If this doesn't seem to work you are going to need to export it in a not very specific type like .RVM and use a conversion tool to turn it into an .FBX

Related

OpenScad: How to use difference() with imported STL?

I can import external STL to OpenScad, and use it as is.
Yet I fail to manipulate the imported object, mostly with the difference() command.
Mostly I need to cut pieces out of the imported STL. I know it can be done on the slicer (I was PrusaSlicer), yet I prefer to do it on the OpenScad because I can do it systematically on the source code. Also, sometimes the needs to cut are not as simple as the slicer can do.
For example: difference() { import("ext_stl.stl", convexity=20); cube([10,30,10]); }
I assume the imported STL is written in a format that OpenScad can't handle, so I wonder if there is any way to translate this input STL file into something that OpenScad could handle it?
I tried importing the STL into a module and use the reference to this module.
I also tried loading it into PrusaSlicer and exporting as a new STL - also failed.

export blender file and import into scenekit does not work

I tried to do this:
1) import file into blender (worked) -> it is the original file from apples vehicle example rc_car
2) exported it to .dae file (seemed to work, but unfortunately not in a way scenekit understands it properly)
(without any changes)
if i then start again the apple vehicle example, the car isn't visible and "invisible" hopping around
i did set global orientation to y_up and apply global orientation checked in blender when exporting.
what am i missing/making wrong?
p.s. what also is weird is that the dae file inside says:
Z_UP
although in export i defined y_up !?
I tried also other formats like obj, ply, alembic ...with the same result or nodes had other names than in the original.
This post: 56183036 is how I set the initial orientation and scale on my Turbo Squid models. It looks like you've already figured out that downloaded models don't always start with the rotation desired.
At the end there is a command line for setting Y-Up. Blender versions have changed since I did this, so I can't speak to y-up within Blender.
Models can be pretty finicky and some I've downloaded, just don't work after export. I found that trying a very simple model to make sure my math is working first, helps. A few times, my scale or color scheme was just way off and I didn't know it, couldn't see it, etc.
Hope that helps...

How to create a ONNX File?

How to create an ONNX file manually? I mean without using the frameworks like PyTorch, caffe2, e.t.c, can we(binary encode maybe) create an onnx file, if we know the network details in prior like # of nodes, types of nodes, their connections, e.t.c?
Found it!! We can use onnx.helper class inside onnx library to create a model and save it in onnx format.

Suggestion to consider improving MatFile support by using code from csmatio to read and write .mat files

is anyone using MatFile classes in ilnumerics?
I just tried to open a MAT file created using csmatio and found I could not import it into ilnumerics application.
Hit throw new Exception("element data type is not supported");
as there is no support for mxSTRUCT_CLASS in the method
private ILBaseArray read_miMATRIX(BinaryReader br).
Is it a lot of work to add support for mxSTRUCT_CLASS?
ILNumerics will add support for HDF5 soon. This will also provide access to recent Matlab mat files. There are no plans to improve the old ILMatFile interface currently.

Export from OpenCascade, import into OpenSceneGraph

We have a modeling tool which uses OCC, and a 3d editor using OSG. What I want to do is, export the model from the first tool and import into the second tool. I have been searching the web for days, but I can't find a solution.
Three things can solve my problem:
An exporter for OCC to export into OSG supported formats (.ive, .osg, and many more),
An importer for OSG to import from OCC supported formats (.stp, .step, .igs, .iges, .brp, .brep ),
A converter tool for converting between two formats, one format supported by OCC and one format supported by OSG.
Has anybody done this before, or know of anything that can help?
I am trying to avoid writing a custom exporter for OCC.
I found a solution. OpenCascade has an import/export example, which can export VRML files without texture support. Some modifications on the import export code and some modifications on other parts (where the OCC model is represented by VRML classes) was enough to successfully export my model to a VRML file. Then i built the VRML plugin for OpenSceneGraph and successfully imported the model.
CADExchanger (OCC based) does a pretty good job converting between BRep and other formats (STEP, IGES, STL, VRML...)
Why don't you have a look at pythonocc.org.
I'm assuming OSG takes meshes?
Load the STEP / IGES file in (python)OCC, grab its mesh, push the verts / indices to OSG.
Would that work?