Autodesk Inventor to model for mxs?
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JJH186
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Autodesk Inventor to model for mxs?
Currently in my engineering course we are modeling on Inventor, and I was wondering if I would be able to export the models in game. Will it be possible? Thank you!

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SMR 510RR
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Re: Autodesk Inventor to model for mxs?
You can however its not going to allow you to control polys like you would be able to with software made for 3D asset creation.
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JJH186
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Re: Autodesk Inventor to model for mxs?
Oh, so it might be to high poly? Is there a way to export files from inventor into a jm?SMR 510RR wrote:You can however its not going to allow you to control polys like you would be able to with software made for 3D asset creation.

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SMR 510RR
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Re: Autodesk Inventor to model for mxs?
I don't think you will really be able to control the poly count (they will be ugly triangles). You would have to export to a format you can get into blender and then export from blender to a JM. IMO just learn blender it will be a lot easier and then you can do things like bake normals and all that stuff.JJH186 wrote:Oh, so it might be to high poly? Is there a way to export files from inventor into a jm?SMR 510RR wrote:You can however its not going to allow you to control polys like you would be able to with software made for 3D asset creation.
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JJH186
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Re: Autodesk Inventor to model for mxs?
Oh okay, Thank you! Yeah, I just get a lot of free time in my engineering class lately, and I already know how to make things in inventor so it makes it much easier. I am not trying to make bike models and all that, I just want to make simple things like custom bales and other simple track objects.SMR 510RR wrote:I don't think you will really be able to control the poly count (they will be ugly triangles). You would have to export to a format you can get into blender and then export from blender to a JM. IMO just learn blender it will be a lot easier and then you can do things like bake normals and all that stuff.JJH186 wrote:Oh, so it might be to high poly? Is there a way to export files from inventor into a jm?SMR 510RR wrote:You can however its not going to allow you to control polys like you would be able to with software made for 3D asset creation.

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SMR 510RR
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Re: Autodesk Inventor to model for mxs?
Even simple objects can be better optimized by editing polygons directly and using normal maps.
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m121c
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Re: Autodesk Inventor to model for mxs?
CAD models are a whole different ballpark then polygonsl models. They're made of mathmatical equations. Polygonal models are physical surface models made up of polygons. The difference is like vectors to pixels, the issue when you convert the models is it tries to auto-generate a polygonal model that is accurate to the original CAD model. So instead of like a 3-4 edge round corner it will lean more towards 10-12 to make it a tighter curve and it's just too high poly so you'd have to downsize it causing a big headache.
IMO your better off learning both, im not going to say its not possible because the conversion between Inventor and 3DS is good, but you will need the knowledge on ehat do to with the model once its converted anyway in order to get it game ready (poly adjustment, unwrapping, high poly, baking, etc)
IMO your better off learning both, im not going to say its not possible because the conversion between Inventor and 3DS is good, but you will need the knowledge on ehat do to with the model once its converted anyway in order to get it game ready (poly adjustment, unwrapping, high poly, baking, etc)
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JJH186
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Re: Autodesk Inventor to model for mxs?
Yeah it is a headache. Might as well just get 3Ds. I am usually more familiar with Autodesk programs.m121c wrote:CAD models are a whole different ballpark then polygonsl models. They're made of mathmatical equations. Polygonal models are physical surface models made up of polygons. The difference is like vectors to pixels, the issue when you convert the models is it tries to auto-generate a polygonal model that is accurate to the original CAD model. So instead of like a 3-4 edge round corner it will lean more towards 10-12 to make it a tighter curve and it's just too high poly so you'd have to downsize it causing a big headache.
IMO your better off learning both, im not going to say its not possible because the conversion between Inventor and 3DS is good, but you will need the knowledge on ehat do to with the model once its converted anyway in order to get it game ready (poly adjustment, unwrapping, high poly, baking, etc)
