Table of contents

All the assets and .csv files named in this section are art of the example Unity project included Assemblage Import.


Rhino

exporting assets

<aside> đź’ˇ The following steps should be repeated for ALL the unique geometries used in the Assemblage (actual AssemblyObjects geometries and post-processing additional geometries alike)

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In this example, the geometry to export is the Mesh in gray, its corresponding collision Mesh is the green wireframe, and the Gumball Tripod is located at the origin of the AssemblyObject Reference Plane (for convenience, we will call this point Po):

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<aside> đź’ˇ If the Reference Plane for your AssemblyObject is NOT parallel to the Rhino World XY plane, before exporting the geometry use the _CPlane command in Rhino and set it to your reference plane before exporting. In the case below, for instance, the CPlane has been set parallel to the YZ plane:

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As a test, if you import back in Rhino the exported .FBX (supposing your reference plane was parallel to Rhino World XY) it should show rotated 90° along the CPlane X axis, like this:

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The 90° rotation along the CPlane X axis is expected (it’s the effect of the “map Rhino Z to FBX Y” option), the important thing to check is that the object is centered with Po in Rhino coordinates’ origin.

exporting planes

Once you have your Assemblage, extract the Reference Plane for each item in the assemblage (AssemblyObjects and additional geometries, say, from XData), and sort those planes in separate lists, one list for each unique AO or geometry type that gets repeated. If the same plane is used by more geometries (i.e. the actual geometry and, say, a stair added only in certain places), it should appear in each list of objects using it (i.e. both the actual geometry and the stair planes lists). Use the method exposed in the Unity planes export.gh definition inside PP Snippets; export each list as a separate .csv file

<aside> 💡 IMPORTANT: Use froGH v.2.2.2 or higher - in previous versions the “Save string to file” component would leave an empty line at the end, which causes an error with the current Unity file. If you exported the .csv files with a previous version, open them with a text editor and remove the empty line manually

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