From the course: Revit to Unity for Architecture, Visualization, and VR

Set up your export views

From the course: Revit to Unity for Architecture, Visualization, and VR

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Set up your export views

- [Instructor] When exporting 3D geometry from Revit, you always do so from a 3D view, and it follows the settings that the 3D view has. So let's start setting up our 3D views for the export. First we're gonna create a new 3D view. And let's name that 3D for export. We'll set up this view as our template and then split it up into a few different export views. Our goal during this stage is to simplify these views as much as possible. One, to improve performance in the game engine. And two, just to make our lives easier. By getting rid of extraneous elements, that means we don't have to deal with those elements later on. So turn off all the categories that aren't necessary to bring into Unity. A shortcut to getting most of these turned off, is to highlight everything that we can see in this VR view, go to the temporary hide and isolate, and isolate these categories. Then we can apply that hide isolate to the view. Now when we go to our visibility and graphics settings, everything that hasn't already been modeled has been turned off. Now we can glance through this and see if they're any other elements that are just needlessly complicated or technical. This looks like a pretty good starting place. So the next thing we need to do to this template 3D export view, is crop to only the geometry that we actually want to include. That's not very necessary for this project, because the rest of the building isn't there, but let's go over it quickly anyway. We wanna do that using the section box. I highly recommend an add in that is free on the Autodesk app exchange. It's the coins section box. If you select all the geometry that you wanna crop to, go to your add ins, it will choose a view, and crop down to two feet around that view. Now we're ready to split this up into three views, so that we can export elements that require certain treatments separately from others. Let's start by duplicating it. The first one, can be 3D for export, static building. Put in a hyphen for readability. The next, 3D for export, dynamic building. That will include things that are a part of the building, but we might want to move or change later on in the process. Last, 3D for export, furniture. In this I'll include anything that's not a permanent fixture in the building. So let's go into, the static building, visibility graphics overrides. So here we wanna make sure that we're turning off anything that will be an object in the building such as furniture, furniture systems, generic models, and lighting devices. I'll leave lighting fixtures as part of the permanent building. I'm also gonna turn off doors, so that those can be treated separately in the dynamic building portion. And let's apply. Now we'll go into the dynamic building, go to the visibility graphics overrides, and turn off everything except the doors. And a similar strategy for the furniture. So now these views are ready to export these different elements independently.

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