2017 NaviSet plugins are available now. If you lost your download link just send me an email and I can get that to you. Future versions will handle updates internally.
Also, the TimelinerSet script will no-longer delete your camera keys when you click the “Clear Existing Keys” button. I figured that was a bit annoying and that people just wanted to clear their building animation keys.
I’ve completed a new import script for the NaviSet Transfer plugin package. It now supports task colorization along with a selection of animation presets. I’m currently creating a new animation to demonstrate these features, but you can buy the plugin now with the update.
Also included with the update is a new Quick Start help document, which should get you on your way to producing construction timeline sequences in 3DS Max.
Additionally, on a request basis, I can provide a French version of the software. Later this will be included in the installation package.
A user from France is having an issue getting his copy to work. It turns out that it has to do with the language selected for his copy of Navisworks. My plugin searches for category and property names with a string because the number of the actual property can be different depending on the object. It works swimmingly for me, but this means that in versions where the string is different, it won’t work at all.
The good news is that this is easy to fix. I could use Google to figure out the various language translations of the strings in question, or I could install the different versions myself. The former is easy to do, but I could get it wrong with nothing to test it against but you guys. The latter is more time consuming (and space consuming), and I’d rather not do it.
So, instead I’d like to ask you guys, foreign language users of NaviSet Transfer who have had trouble with the software but haven’t spoken up yet: can you email me screenshots of a couple property tabs?
I need images of two tabs (after you select something): “Element ID” and “Item”. Here’s an example with my English copy of Navisworks:
If you can supply to me the screenshots, I’ll add it to the program to give your language support. It’ll be really simple: I just have to change a few strings the program and it’ll work from then on.
NaviSet Transfer now has a setup wizard! It should make it easier for users to install and update the plugins. Also, I’ve made an icon for the Timeliner Export plugin and put that plugin in the zip file with NaviSet Export. Setup will install both and you won’t have to do any manual plugin installing on your own anymore.
I hope everyone had a great Christmas and a Happy New Years. I know it’s been a productive one for me. Over the winter break, I added a new feature to the NaviSet Transfer plugin.
You can now export an XML file containing all of your selection sets provided they belong to a Revit file. This can be handy because Navisworks only exports XML files of search sets natively. It works exactly how you might imagine it to:
You run the plugin just as you did before, but this time you click the checkbox “Also create Set XML”, and it will produce an XML file that you can import into Navisworks later, just as you would a search set XML file.
A possible downside is that especially large imported sets could take a while to select because when they’re brought in, they’re treated like search sets (by searching for each individual object by ID number). But this can be mitigated by saving them as selection sets again after they’re selected.
The update is available now for new users and also in the link provided to you by Paypal when you purchased the plugin. If you’ve lost it and I haven’t emailed you about the release yet, feel free to contact me by leaving a comment below.
Well, the important part anyway. I’m still working on the Timeliner plugin. You can animate construction sequences in Max without it though. Just remember to open the Timeliner tab and click “Export to Sets” before running NaviSet Transfer. After that, it’s just a matter of making your Timeliner based sets show up (or disappear) in the order that they’re supposed to.
The tool is best suited for people with intermediate experience using 3D Studio Max and Navisworks. In Max, you will want to know how to set animation keys, use the renderer, and run scripts. In Navisworks, you will want to know how to work with Revit files, create sets, and use the Timeliner.
I’ve updated the material converter script. The old script was made in April 2011, and supported the Architectural materials that existed then. But as development of Revit and Max continued, new material types were added, and the script didn’t know how to account for those. So you would have situations where if you use something like a painted metal, the script wouldn’t do anything to it, and on export to Blender it would be one of the unnamed mystery materials that we wanted to avoid in the first place.
This script will not try to account for every material type. Instead, regardless of material, it will apply Standard and give a random color. Like the previous script, it will generate multiple materials with the same name but different colors. This error will be fixed upon OBJ export from Max, so if you just want to standardize your materials, export and import the OBJ after running the script.
If you want to bring the model into Blender, even though Blender now supports FBX – export to OBJ anyway. Like Max, FBX supports multiple materials with the same name and different colors. OBJ does not, and will combine all the multiples.
A model converted from Revit to Max to Blender. Notice that there are no duplicate materials.
I’ll see about fixing that moving forward. Until then, the workflow is unchanged, and you have a slightly better script.
That workflow is:
Export from Revit to FBX
Import FBX to 3DSMax
Drag and drop script onto scene, this will automatically run the script