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Home > Supported File Formats > Fusion 360 to Unreal Engine


How to convert Fusion 360 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.

     

Fusion 360

Fusion 360 is a cloud-based CAD, CAM, CAE design software application, developed by Autodesk. It was first introduced in 2013. It has built-in capabilities to do 3D modeling, simulation and documentation. It can manage manufacturing processes such as machining, milling, turning and additive manufacturing. It also has electronic design automation (EDA) features, such as schema design, PCB design and component management.

Converting from Fusion 360 into Okino software can be handled by one of many file formats, such as: Autodesk Inventor .ipt, DXF/DWG, FBX, IGES, OBJ, SAT, SketchUp or STEP AP214. STEP is preferable.

Converting from Okino software into Fusion 360 can be handled in one of many ways, such as: FBX, Rhino .3dm, DXF/DWG (not recommended), Wavefront OBJ and SketchUp SKP.

     

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.