Importing 3D assets into MovieNX
I have my own 3D assets and want to integrate them into MovieNX. How is that possible?
The following procedure is a temporary workaround. We are working on a direct import functionality for 3D assets of different file types into CarMaker.
1. Get Unigine SDK Browser (installer for Unigine Editor)
The Unigine Editor needs a license from Unigine. Your account manager can help you with contact information. This is usually done with a Unigine profile that you log in to in Unigine SDK Browser.
General info from Unigine: https://unigine.com/
2. Install Unigine Editor
In Unigine SDK Browser “Products” in the installation tile select your product edition (should be preselected with your login), then select the Version, then click “Install”.
The required Unigine SDK versions relate to the CarMaker version as follows:
- CarMaker 10.x - Unigine 220.127.116.11
- CarMaker 11.0 - Unigine 2.15
Create a Unigine Editor Project in “My Projects > Create New”, give it a representative name (following “YourProjectName”), choose or remember its folder location and make sure the correct SDK version (see table above) is selected.
3. Import and convert your assets for MovieNX
Open the Unigine Editor from the Unigine SDK Browser in “My Projects > YourProjectName > Open Editor”.
In the opened editor you can deactivate all template World Nodes except lighting->sun by clicking the checkboxes. In the Asset Browser select the folder “data” and create a folder for your 3D object with appropriate name for your asset (in the following “YourAsset”). Then navigate into this new folder in the tree view (left side).
Import your 3D asset via drag & drop into the folder content view (right side) or with the “Import” wizard. The wizard let’s you first select your file (e.g. *.FBX). For the purpose of the conversion for MovieNX you can leave all following import options on their default setting and confirm with “Yes”. In the end you can find a “materials” folder and the asset in your Asset Browser, then you can drag it from the Asset Browser into the View Port (3D preview) to add it to the list.
In the Parameters settings we recommend you to reset the Position, Rotation and Scale. Keep in mind, that the World Origin point will be the reference point of the objects position in the CarMaker scenario.
Create a Node Reference for your object with the right click menu on your asset in the World Nodes.
4. Add your asset to the CarMaker scenario
If the original asset is supported by IPGMovie (e.g. a Wavefront *.OBJ file) it should be placed into the “Movie” folder of your CarMaker project, e.g. “Your_CM_Project/Movie/OptionalSubpath/YourAsset/YourAsset.obj”. If a MovieNX visualization should match with other raytracing sensors (1), the asset needs to be added into the IPGMovie environment as well. Otherwise, an empty asset of the same name can be placed in the CarMaker scenario. To do so, open the Scenario Editor, select Geometry Obect in the Scenery tab on the left, place the object in your existing scenario and select your (empty) .obj file.
If not already present, create a “MovieNX” folder in your CarMaker project directory. Copy your Unigine Editor project folder (“…/data/YourAsset/*”) as well as the .runtimes folder (".../data/.runtimes) into a folder corresponding to the relative path in the “Movie/” folder, but respective to “MovieNX/data/”, e.g. “Your_CM_Project/MovieNX/data/OptionalSubpath/YourAsset and .../OptionalSubpath/.runtimes.
Now that everything is set up you can start MovieNX and your 3D asset will be visible when you run the next simulation. In case MovieNX was already started before your object was added, please close and start MovieNX again so that the changes take effect.
1) The mentioned "raytracing sensors" are the GPU based sensor models Free Space Sensor Plus, Radar RSI, Ultrasonic RSI and Lidar RSI.
- Date: 22.05.2022
- Product: CarMaker
- Version: 11.0
- Component: MovieNX
- Language: English