
Explore turning BIM models into executable interactive games using real-time engines, mastering visual programming workflows, export pipelines, and stakeholder communication for web and VR deployments.
Learn to configure a Revit structural model by isolating floors, setting boundary conditions, and creating clean polygonal boundaries to prevent wall trespassing. Copy and align elements across levels.
Export the Revit model to an x-file with proper naming, then import into 3ds Max, set metric units and matching units, and verify normals are correct to avoid polygon splits.
Demonstrates how to enforce a naming convention with maxscript by renaming elements using an ID-based substring, preserving the ID for BIM data linkage and export.
Export the FBX from 3ds Max to Unreal by naming the file clearly, applying geometry visibility, converting units to centimeters, and selecting the binary FBX version for import.
Install Unreal Engine via the Epic Games Launcher, sign in, download Windows, launch the engine, select a first person blueprint template, and create a desktop sample project.
Discover Unreal's main tabs for placing elements, blueprints, and lighting, then drag props, build lighting, and test a basic first-person setup with colliders and simple interactions.
Configure the conditions of elements to manage physics and collisions using colliders and visibility settings. Learn to place lighting, skylight, and reflections while inserting model elements for interactive play.
Import the FBX into Unreal, organize assets in the content browser with nifty models and b models folders, place floors, and verify scale to 14.5 and colliders.
Review and modify collisions to fix complex colliders and enable smooth ramp and stair navigation. Edit, replace, rename colliders, import stairs, and test in play mode to verify navigation.
Set up materials and assign concrete elements in BIM models, adjust collision elements and post-process volumes, and configure stairs to achieve accurate lighting and shadows for coordinated 3d workflows.
Create a new three-dimensional view of the structural model to review walls with colliders, export to x-file, and import into 3ds Max, assigning brick, concrete, and steel materials.
Export and import architectural elements from BIM models, organizing ceilings, floors, doors, panels, and mullions, assign materials like chrome, and align placements for seamless 3D coordination.
Organize and place windows, doors, and glass elements in the BIM model at 0,0,0, then apply brick and concrete wall materials, finalize floors and structure, noting missing lighting.
Improve visuals by refining lighting schemes with direct, point, spotlight, and skylight lighting, placing and copying lights across rooms, adjusting intensity, and previewing in perspective as models are imported.
Import and organize HVAC piping components in BIM models, assign materials like nickel, and verify system functionality while preparing plumbing and sanitary divisions by type and color.
Apply dynamo scripts to extract pipe elements, assign system names for cold and hot water, blue code domestic cold water, and export piping while removing mechanical equipment and plumbing fixtures.
Learn to extract system type and element IDs from BIM piping networks, label hot and cold systems, and export a CSV for naming elements via a Dynamo script.
Import piping data from BIM models using a Dynamo script, map IDs to materials, export piping, organize geometry, adjust coordinates, and verify materials like copper and hot water.
Close 3D Max, rebuild the simulator, and clean the main character by removing unused blueprint elements (camera, arms, markers) and compiling to validate VR motion controller setup.
Check and build lighting to ensure proper capture on every element, adjust presets and light quality, connect build objects, and use a personal library of lights for faster, repeatable results.
Pack a project into a Windows exe by enabling 64-bit packaging, installing the Windows SDK and C++ toolchain, and resolving build errors to export a shareable executable.
This course it’s designed to teach you how to create an executable first person BIM Model interactive game using a BIM Model and Unreal Engine
BIM is now on a second digital revolution where communication skills and programming would create a different value to construction and infrastructure BIM projects, the core stream would be reflected in responses and computer analysis rather than handmade models.
This course its the first step to mix communication, graphical environments, BIM Models, and Visual Programming as seen on Dynamo.
Communication is the core competence require for a fluent BIM Coordination, and nevertheless we can review the models on Revit, Design Review and Navisworks, to the end user, client, and other stakeholders it may seem quite complicated.
A lot of developments are pushing communication througth two streams, low-medium quality througth web browsers usign Forge and other developments, and the other one High-inmmersive Virtual Reality Gaming Engines, so its time to work around those two streams starting with the second one by learning basic workflows with Unreal Engine.
A visually striking presentation or interactive file can lead a winning project.
This Workflow would use Revit, some Dynamo scripts to review information or extract it, then we will learn how to export files to 3dMax for Normal Correction, and then export it to Unreal Engine, review basic workflows for a interactive file and export it as an executable review.
This course complements with other courses such as Dynamo Basic Modeling, Mastering Geometry with Dynamo, and it will also set a new requirement for future courses using unreal and BIM models like game simulations for construction, and Sales Presenter course with other workflows.
The course has 1 sample model to follow up so then you can do your own.
Go at your own pace, jump between sections and enjoy a lifetime access of content
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