Custom Enscape Content

Notes

Source:

Process

  1. Houdini
    1. Use Mocap model from Houdini
    2. Material is located in the Mocap HDA under Extra Files tab. Save material to folder. Source:
    3. Export T-pose in OBJ format
    4. In another stream, Poly Reduce geo (<500 polygons) for use as the low-poly geo in Revit.
    5. Export this low-poly to OBJ format separately.
    6. Also, export a view of the rendered model for use as the Enscape asset thumbnail. Required to be 256x256.
  2. Mixamo
    1. Upload to Mixamo
    2. Use Esquiva 2 pose, frames 21 to 22
    3. Export FBX
  3. Houdini
    1. Import FBX.
    2. Modify pose as necessary using rig in FBX.
    3. Set up new geo object with mesh only. It should still have the correct UVs for use with original material.
    4. Use Time Shift SOP to lock the specific frame of animation that is needed.
    5. Add principled shader to MatNet. Principled shader required for glTF.
    6. Export FBX with material.
  4. Blender
    1. Import FBX, which includes material. Go to Shading tab to see model with material.
    2. Export to glTF 2.0 using the following settings:
      • Format: glTF Separate
      • Include: Selected Objects
  5. Asset Generator (Source: Link above)
    1. Collect output glTF and texture/s from Blender, low-poly OBJ from Houdini, and thumbnail image.
    2. Follow instructions in link noted above.
    3. Save JSON file and Data folder with glTF, bin, and texture/s
  6. Windows Explorer
    1. Show hidden files in Windows Explorer to access Enscape.config in user/AppData folder.
    2. Add folder structure:
    3. Asset Library > AssetName > Output
    4. Add JSON file and Data folder from Asset Generator
  7. Revit/Enscape
    1. Set path to custom Asset Library in Settings.
    2. Family should show up in Enscape as shown below.

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Tests

I performed several tests to get the geo from Houdini to Enscape. The discrepancy appears to be the formatting of the glTF file being exported from Houdini. The same applies to processing the geo through FME and outpuing a glTF file. Neither of these versions showed up correctly in Enscape. The link to the texture in the glTF file had something to do with it. The model showed up in Enscape when there was no texture applied to the model, but did not show up when the texture was applied to it. However, Blender's output of the glTF, which was glTF version 2.0 worked correctly. Further investigation shows that Houdini and FME appear to be exporting glTF 1.0 or some variation of it that creates a discrepancy with the assigned texture.

FME Test

FBX file from Houdini exported to FME's glTF. All default settings.

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Note the log's reference to the version of glTF being output.

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