Autodesk Forge AR/VR Toolkit - Post Scene Job not working with larger Files - autodesk

Scene Job ends with success, but the Model(Size 230MB) doesnt load. Model comes from ACC Project.
The Model is loading in the Forge Viewer, but not in Unity.
The smaller Models(Size 40MB) are loading without any problem.

Related

Autodesk Reality Capture API - resulting model not produced after processing photoscene

I'm trying to run Autodesk's Reality Capture API (Autodesk-Forge/recap-walkthrough-photo.to.3d on GitHub) locally on my laptop. Everything works until a certain point - I authorize, create a photoscene, upload the images, and begin processing all successfully. My issue is that once processing progress reaches 100%, I'm not forwarded to the result link (http://localhost:3000/api/forge/recap/photoscene/result?photosceneid=[photoscene id]). I've tried going to the link manually, but I'm met with a screen that says "Specified file ID doesn't exist". These are the images I'm trying to process:
https://gitlab.com/photogrammetry-test-sets/dice-turntable-strong-lights-heavily-textured-w-watercolors/-/raw/master/01.JPG
https://gitlab.com/photogrammetry-test-sets/dice-turntable-strong-lights-heavily-textured-w-watercolors/-/raw/master/02.JPG
https://gitlab.com/photogrammetry-test-sets/dice-turntable-strong-lights-heavily-textured-w-watercolors/-/raw/master/06.JPG
https://gitlab.com/photogrammetry-test-sets/dice-turntable-strong-lights-heavily-textured-w-watercolors/-/raw/master/09.JPG
https://gitlab.com/photogrammetry-test-sets/dice-turntable-strong-lights-heavily-textured-w-watercolors/-/raw/master/11.JPG
https://gitlab.com/photogrammetry-test-sets/dice-turntable-strong-lights-heavily-textured-w-watercolors/-/raw/master/13.JPG
Any insight as to why the api is failing here would be much appreciated.
See above: expected downloadable 3d model from images.

DWF coloured but SVF Black

We are using the model derivative to create the 3d model viewables, and sometimes we get this bug where the DWF is coloured but the output SVF is totally black.
Here's an example: https://yeni.cemer.com.tr/tr/deltoik-tirmanma-serisi---ca-1600-detay-2114
Click 360 to see the forge model. ( the website is not released so there is no SSL certificate, don't worry about the warning )
What seems to be the problems here? These are 3d models created from AutoCAD, exported to DWF. We are also using Inventor models but they seem to be working perfectly.

Derivatives API/Viewer fails with some models

We are transforming all of our models using the derivatives API - and after downloading all assets for offline use (we must support offline users), two things happens:
The viewer crashes (the model disappears) when rotation/zooming the model
Some of the texture files are empty (0 bytes)
The first issue also happens on https://viewer.autodesk.com/, you can play with it in the following link:
https://viewer.autodesk.com/id/dXJuOmFkc2sub2JqZWN0czpvcy5vYmplY3Q6YTM2MHZpZXdlci90MTUzMjUwMzMxOTc4OF8wOTAyMDU4OTE5MjU1OTc0N18xNTMyNTAzMzE5Nzg4Lm53ZA?=&designtype=nwd&sheetId=NTMyMTY1ZDAtNTFlZS00OTNlLTk1NDItMmIzMjM3NjRjYmFh
This is a Navisworks model can be found in the following link:
https://drive.google.com/file/d/1SPjsrOTDHucX35HHqaa_EbkQ5mytC_cu/view?usp=sharing))
What can cause these issues?
Thanks,
Amir

Saving Prefab with AR/VR Toolkit doesn't work

I used Autodesk Forge AR/VR Toolkit unity plugin to load a model statically, and then save it as a prefab, then I tried to load the prefab in another project. It just doesn't show up. It doesn't show up even in the same project(if u delete the loaded model and load from the prefab you saved). I am wondering why?
I noticed that the model loaded from Forge AR/VR toolkit doesn't have mesh component and I guess that's the reason. But how come it can be shown correctly when loaded from Forge? How to solve this problem?
Below are some screen-shots
The model is successfully loaded statically from Forge
The prefab was created successfully but when dragging it into project it is invisible
The reason is that you probably created a prefab from the game engine versus the editor. You need to understands how Unity is working regarding creating assets on disk. To create a static prefab, do not launch the game engine, but use the Forge menu, make sure to check the 'Save To Disk' option. After importing the asset, you will see a pivot object in the hierarchy, and a folder in the Resources folder of the Project. Select the pivot object in the hierarchy tree, and select the Forge Menu again, and 'Create Prefab' - that should work just fine now.

Forge viewer 3ds Max Viewport

I'm testing out a new workflow with 3ds Max and my model/scene keeps loading in Top view when I translate it into the Forge viewer. I've tried to save the view as a perspective view but I'm still getting the same result in the viewer. In Revit I remember that I could choose the view from the Collaboration settings. How would I modify the view in 3ds max? I'm translating a MAX file. Thanks a lot.
3ds Max does not have the same idea of a "named 3d view" like Revit does. 3ds Max mainly stores geometry in it's global space, in it's scene file (.MAX). It is also saving the viewport configuration (so on load you can have same view(s)), but the idea of named 3d views is not there for the model derivative service translator.
This means you may have to reorient the geometry in the scene, before sending to the translator to get the desired resulting orientation. Or you can orient the view using the viewer to get the correct starting view if that is the issue. For example, to orient the view, you could do this on viewer start:
var front = new THREE.Vector3(0, -1, 0);
viewer.navigation.setPosition(front);
viewer.fitToView (true) ;
Note that 3ds Max has an "Export to LMV SVF" in it's desktop export options. This can be a nice way to test without sending to the model derivative service. You can export to SVF locally, then using the Forge Viewer you can view the local model (I use firefox as it does not complain about cross-origin error in the local disk load). Again, this is nice testing scenario when working with 3ds Max scenes to understand the translator behavior. Hope it helps, kevin
To have a control on what view will be set as default/home view when opening a translated .max file, in 3ds Max follow these steps:
Remove all cameras from the scene, if any.
Select the perspective view, rotate, pan, zoom, in other words position the view as you wish, then press Ctrl+C to create a Physical Camera From View.
Select the Front View, go to Create -> Cameras -> Free Camera and click on Front View (anywhere) to create the Free Camera.
Now if you translate the .max file with this setup, the Camera you create at step 2 will be set as the default/home view.
I recently wrote a blog post on this trick: Control the default view when translating 3ds Max files