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Home > Supported File Formats > Autodesk Inventor to Unreal Engine


How to convert Autodesk Inventor (.iam,.ipt) to Unreal Engine?


PolyTrans|CAD+DCC performs mathematically precise CAD, DCC/Animation, GIS and BIM 3D file conversions into all key downstream 3D packages and file formats. Okino software is used and trusted throughout the world by many tens of thousands of 3D professionals in mission & production critical environments, backed by respectable personal support directly from our core development team.

     

Autodesk Inventor

Autodesk Inventor is Autodesk's main MCAD "BREP solids" modelling software program which has competed with its rivals of SolidWorks, ProE/Creo, Solid Edge, Unigraphics NX (and partly) CATIA v4/v5 since its original release in 1999.

The file formats of key importance would be ".ipt" which contains the geometry of each part/object in the scene, and, ".iam" files which contain the scene assembly information.

Conversion from Autodesk Inventor into Okino software is handled by these 3 ideal methods:

  • Via DWF-3D files exported from Inventor. This is the most ideal and "least mentally taxing" conversion method. It also supports material and texture map conversion.
  • Via native import of the .iam or .ipt files,
  • Via STEP AP214 or IGES 'BREP solids' files.

     

Unreal Engine

Unreal Engine (UE) is a popular 3D computer graphics game engine developed by Epic Games. It is available as open source and is free to use until a title earns a specific dollar value in revenue.

Okino has long supported Unreal Engine as the first and main 3D conversion program to do so. In the simplest terms possible, conversion from Okino software to Unreal Engine is done via the FBX file format.

For those who may be unaware of Okino software, for over 30+ years we have been the pioneer 3D conversion company that wrote the rule book on how DCC, animation and MCAD data is to be cross-converted between all major 3D programs and file formats. Key uses of our software for Unreal users has been for the conversion of all major MCAD data formats into a highly optimized and efficient form for realtime usage within the Unreal Engine. We also invented the processes for animation + skinning/bones cross conversion so that is well supported for Unreal Engine. As a minor point of interest, Okino was also the very first implementor of the FBX file format as of 2002, long before Autodesk bought the bankruptcy assets of Alias Research and provided free access to the FBX SDK; hence, we provide highly reliable and robust FBX v5/v6/v7 support.