I know its very possible to do this, but each time i try to import a dwg file, maya imports only part of the file and with different proportion from the original draw, every time when the draw are imported, firstly, it doesnt apear on the dispaly scene, as it way exceeds its. Once imported the new multibody part or weldment will import as a separate assembly directly under the root level and will most likely need to be mated into place using composers align tools.
Pdfimport converts and imports pdf files into entities you can modify in draftsight and save in dwg or dxf.Ĭlick ok, or open to launch the translator and import the file into the scene. Importing solidworks files into maya, solidworks to maya, solidworks and maya integration, the best way to import a solidworks file into maya, import models from solidworks, solidworks and maya, how to, solidworks into maya, export 3d model from solidworks to maya.
Importing file extensions how to import step, parasolid. Draftsight, like solidworks, has addins available to enhance its capabilities, and one of the newest addins is a pdf import tool. Oct 11, 20 firstly, the pdf would need to be created using instead of by bitmap.
3rd Party conversion or Re-meshing software is a possibility, but I thought I'd ask the forum if anyone has any recommendations before we start building a frankenstein pipeline to deal with it all.It was possible in the past to simply rename the pdf file to have a. As there's quite a few objects to get through over the coming months, I'm seeking a method which doesn't involve a tone of clean up or hairy remodelling of things. Same lack of control over how polygonisation / triangulation happens. Solidworks > C4D > OBJ Groups and material groups are lost. No groups or material groups are included. Solidworks > STL file > Houdini Normals and fairly messy polygonisation still occurs. Tried lots of export options but the Sketches (guide/boolean geometry) doesn't get trimmed out properly. Solidworks > IGES export > Houdini Opens but with a hideous amount of control points in places, and brings in a few unseen guide shapes which when deleted take those surfaces with them. No Nurbs-like objects appear to be retained. (And while the Normals included look ok, as soon as a bump or displacement shader is added the triangles show up and can't easily be proceddurally consolidated / smoothed / re-meshed).
At present, we've tried the following: Solidworks > FBX export via Simlab Plugin > Houdini Works/renders ok but offers no real control over how the shape is polygonised into triangles. I suspect this is largely a set of challenges where the world of largely solid-modelling meets largely surface-modeling packages. If anyone can help me hammer out some issues we're having, there's a large number of beers in it for you. The Design team use Solidworks, with objects using fairly heavy Solid Modelling (new area for me) which amounts to Nurbs as far as I can tell. here! We're at a manufacturing firm just outside London, making product animations.