My team uses Inventor Fusion to make levels for our Unreal iOS game that's coming out next year. And, while we love the quick output we have in making static meshes, optimizing them for Unreal is very time consuming.
Here's one of the levels designed with Inventor fusion (file Capture.jpg).
Here's one of the levels in the middle of a retopology job. The file IF Ingress AAA.jpg is a screen capture of the IF file. It also shows the same model after being imported into Maya.
In the process of going from Nurbs to polygonal geometry, the vert count is going through the roof. It's very time consuming to repair the excess verts.
Can you guys think of any way to have more control and create fewer verts in process? Right now, the only way we know to go from IF to Maya is to do an STL export. We'd be willing to purchase something that gave us more control.
Thanks your information!
Below are some questions/actions need your support:
Are you using Inventor Fusion 2013 or Appstore build now?
What system do you use?
Could you attach your file here for us to analyze it?
I'm using the App Store build of Inventor Fusion. What instructions should I follow to prepare my model for import into Maya? I am unable to find appropriate documentation or tutorials.
We've improved the behavior in the new build, you can download the new build here:
About how to use it:
1.Create models you want to use in Fusion 360
2.Change it to component
3.RMC on the component node in Browser
4.Select Save As STL
5.Then you can change the options in the command dialog to get want you want
---It'll be better to select the Preview Mesh option.
Access a broad range of knowledge to help get the most out of your products and services.
Start with some of our most frequented solutions or visit the Installation and Licensing Forum to get help installing your software.
Upgrading to a 2015 product? Make sure to check these out 1st!