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gdtfmaster

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Posts posted by gdtfmaster

  1. The GDTF Bench Online now has a new GDTF Share integration, making it much easier to pick and view fixtures from the GDTF Share. Loading GDTF files from local harddrive is still possible and further processing remains fully local. You can read more about it here in this article:

    image.thumb.png.f4b6f9117b5508a307c287c058ac9e8f.png

    https://gdtf.eu/blog/gdtf-share-fixture-library-added-to-the-gdtf-bench-online-tool/

  2. https://gdtf.eu/blog/unreal-engine-vectorworks-for-live-events-webinar/

    Webinar with Patrick Wambold, Senior Solution Architect at Epic Games. Wednesday, April 19, 2:00pm ET. Register here.

    Patrick Wambold, Senior Solution Architect at Epic Games, has worked for the likes of Fortnite, Rocket League, Coachella, Tomorrowland, and the Super Bowl.

    unreal-and-vw-for-live-events-webinar_huf094b42a248cb49a076c937a6e967fa4_137260_20x0_resize_q75_box.jpg

    In this informative webinar, Wambold will dissect a portion of the 2022 Fortnite Championship Series Invitational to explore using Vectorworks and Unreal Engine for a live esports event. He will also cover exporting from Vectorworks using the GDTF, MVR, and Datasmith file formats to import designs into Unreal Engine and MA3.

  3. Here is an MVR Updater. It is a private, local first (not uploading data to server, all is processed in the web browser) tool that allows to easily update GDTF files inside an MVR zipped scene file. This is useful in a few scenarios:

    • for older MVRs, where the GDTFs have been improved over time
    • for MVRs coming from tools that only use placeholder GDTF files
    • for tools that export only parts of previously added GDTFs

    The initial load time of the MVR Updates takes a few seconds but the upside is that any-sized MVRs/GDTFs then take no time to load, because they are all processed locally in the web browser.

    https://gdtf.eu/mvr/mvr_artist/

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