Author Topic: Quest 3D to Lumion 3D Workflow  (Read 3049 times)

iBrews

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Quest 3D to Lumion 3D Workflow
« on: December 07, 2010, 09:00:43 pm »
December 07, 2010, 09:00:43 pm
Playing with the demo, wow, so much fun !! Laugh

 

The only thing I'm unhappy with is the current selection of animated people and vehicles. I would really like to be able to do this myself. I remember someone saying something about being able to use animations as long as they are exported from Quest 3D. Does anyone know if there's a tutorial yet explaining how to do this??

Thanks!

Quest 3D to Lumion 3D Workflow
« Reply #1 on: December 07, 2010, 09:02:54 pm »
December 07, 2010, 09:02:54 pm
For the animating characters and animals you will need Quest3D 5.0. 

 

For normal looping animations like the windmill you just import in Quest3D create a cgr with the animation in the import object with a motion set and put the cgr in a content folder of Lumion.

iBrews

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Quest 3D to Lumion 3D Workflow
« Reply #2 on: December 07, 2010, 09:06:38 pm »
December 07, 2010, 09:06:38 pm
Great, thanks Ferry!

lashmen

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Re: Quest 3D to Lumion 3D Workflow
« Reply #3 on: May 21, 2011, 01:33:34 am »
May 21, 2011, 01:33:34 am
I'm new in Quest3D and i have two question about importing animated object to lumion

how to make loop animated object in Quest3D? (please tutorial)
is need save only cgr format, or need cgr.inn too like lumion basic objects?

Re: Quest 3D to Lumion 3D Workflow
« Reply #4 on: May 24, 2011, 10:37:35 am »
May 24, 2011, 10:37:35 am
If you import a model in Quest3D using the import object channels it will automatically loop the data inside. You don't need the .inn file but your model won't have a picture inside Lumion. We will add animation import native to Lumion so you don't need to do these steps in the future.