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Home > Supported File Formats > PLM XML to Unreal Engine


How to convert PLM XML (Siemens) 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.

     

PLM XML

PLM XML is a format created by UGS for facilitating product lifecycle interoperability using XML. Representing a variety of product data both explicitly and via references, PLM XML provides a lightweight, flexible mechanism for transporting high-content product data over the internet.

Related to PLM XML, 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. "JT" is the predominant and lightweight 3D visualization file format for PLM. Due to the overlap in functionality between JT files and PLM XML files, we do support PLM XML directly but rather we rely upon JT for our PLM coverage.

     

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.