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Home > Supported File Formats > JT to Unreal Engine


How to convert JT (Jupiter Tessellation) 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.

     

JT

"JT" is the predominant and lightweight 3D visualization file format for PLM. JT is used throughout the product development lifecycle in all major industries to communicate the critical design information typically locked up inside a CAD file. JT data can be very lightweight, holding little more than facet data or it can be richer and hold associations to the original CAD information, assemblies, product structure, geometry, attributes, meta data and PMI. It supports multiple tessellations and level-of-detail generation.

Okino was one of the very first members of the Siemens 'JT Open' initiative and hence we provide excellent support for the import and export of JT files. We do not use reverse engineered toolkits but rather the officially licensed runtime systems from Siemens Corp.

     

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.