POST
|
I'd also like to know the answer to this, as I'm currently having to reproject everything to WSG84, which results in less accuracy...
... View more
06-17-2020
07:00 AM
|
1
|
0
|
994
|
POST
|
Hello! Just bumping this one - did anyone have any thoughts? I haven't been able to solve it and it's really puzzling me...!
... View more
04-28-2020
01:34 AM
|
0
|
2
|
747
|
POST
|
Ultimately, what I have done is add a "rotation override" attribute in the fGDB. That way, if there are two scenarios that can't be corrected by alignScopeToGeometry(yUp,0,longest) and/or rotateScope, I can rely on the attribute for the second scenario. Problem solved without any manual editing in CE...I've just got to remember to set the override value when putting together the original attribute table in the fGDB! Thanks again for your help.
... View more
04-23-2020
02:33 AM
|
1
|
0
|
897
|
POST
|
Thanks Brian - that's some great advice! However, it only goes some way to solving the problem. In the scenario below, both footprints are at a different orientation. Using your suggestion solves the skewing issue, but I need to be able to point the houses in different directions (the model circled in green is in the correct orientation, but the one circled in red is back to front). I tried to see if I could use initialShape.origin, but both footprint orientations are the same, so I can't automatically differentiate there. Any ideas? Its starting to look like manually setting the first edge might be my only option...
... View more
04-21-2020
11:39 PM
|
0
|
2
|
897
|
POST
|
Hi everyone, I have a scenario where I am importing a set of building footprints from a fGDB and adding static models on to each. When I'm working at y=0, everything is fine (apart from the house models obviously being below the terrain). This can be seen in the image on the left. However, when I select the footprints and align them to the terrain, the house models become squashed. Why is this? I'm not doing anything clever here - I'm simply importing a model based on the start rule of the building footprint (no scaling commands involved), so I'm sure I'm missing something obvious! It doesn't matter whether I align the shapes to the terrain before or after generating the models, the results are the same. Can anyone shed any light on this please?? Many thanks in advance, Jack
... View more
04-20-2020
02:06 PM
|
0
|
3
|
823
|
POST
|
Hi everyone, I'm trying to get my head around how I can control the initial orientation of some pre-made house models when generating from shapes imported from a fGDB. Below you can one house model generated on multiple footprints. These footprints have identical dimensions but different orientations. The one circled in green shows the correct model appearance, the ones in green (which have the footprints at a different orientation) show the same model, but in the same orientation as the green model, which is then skewed to fit the footprint at a different orientation. I am currently doing nothing clever in the above - I am simply importing a model based on the start rule of the footprint. One option I have is to create two versions of this house model in two orientations, and call the correct orientation by checking the width and depth of the building footprint. However, I will be working with hundreds of house models in this project, and I don't want to have to duplicate that library unnecessarily! The other option is to manually set the first edge of each footprint which, in-turn, forces the model to be inserted in the correct orientation. However, I will be working with hundreds of footprints, so this manual process is not ideal. Additionally, if I want to edit any of my attributes in the fGDB, I would have to repeat this manual process when re-importing the shapes - definitely not ideal! So my question is - is there a CGA master out there who can suggest some wizardry to get around this issue? Many thanks in advance, Jack
... View more
04-20-2020
01:55 PM
|
0
|
4
|
969
|
POST
|
Sorry Alan - very slow to respond to your comment! But it's definitely Max-related. I too find it hard to believe this wouldn't be available. I think the example you show is different to my scenario, as the Local Government 3D Basemap rule package is dictating the texture coordinates per facade in my scenario, rather than one image blanketed over multiple geometries.
... View more
04-20-2020
01:16 PM
|
0
|
0
|
933
|
DOC
|
Exciting stuff - looking forward to getting to grips with it! However, the links to the plugin in the post appear to be broken. It's only accessible from the attachment at the bottom of the post.
... View more
03-04-2020
11:58 PM
|
0
|
0
|
10526
|
DOC
|
A download link would be really useful - please could you send one my way? Thanks! OFFICIAL
... View more
11-29-2019
01:01 AM
|
0
|
0
|
44429
|
DOC
|
Ok great - thanks Stefan! Any idea on timescales re: the marketplace issue? OFFICIAL
... View more
11-29-2019
12:40 AM
|
0
|
0
|
44429
|
DOC
|
Hi, I see in the description on Marketplace that this Experience now supports Windows MR devices, but I see no mention of this above. Before I purchase one (it may be all that is compatible with my laptop), please could you confirm that Windows MR devices are definitely supported (specifically the HP WMR VR1000 headset)? Thanks!
... View more
11-28-2019
07:59 AM
|
0
|
0
|
44429
|
POST
|
Hey, just wondering if anyone had any thoughts on this, as it is still bugging me... Thanks, Jack
... View more
11-26-2019
12:45 AM
|
0
|
0
|
933
|
POST
|
Thanks Chris - much appreciated. Good to know about the "convert models to shapes" rule, too!
... View more
11-13-2019
08:45 AM
|
0
|
0
|
739
|
POST
|
Hi, I've been working with the Local Government 3D Basemap in ArcPro and have used it create a gdb which I have subsequently imported into CityEngine. I have created LOD3 buildings, and the textures display fine in CityEngine. However, when I export it to FBX and import it into 3ds Max, the textures are distorted and/or repeated a large amount. I assume this is because per-texture transformations aren't being carried across, which is frustrating as the documentation suggests this does work for Maya (but 3ds Max is mysteriously not mentioned). Does anyone know a way around this issue? I have tried exporting the FBX with various options to no avail, and I can't seem to access the per-texture transformations in CityEngine as they appear to be controlled by the Local Government 3D Basemap rule package. I have included before and after images below to demonstrate the issue I'm facing. Any help would be most appreciated! Thanks, Jack (note that the texture is showing in the above image - it just looks grey because the texture is repeated massively so appears tiny!)
... View more
10-14-2019
01:15 AM
|
0
|
4
|
1079
|
Title | Kudos | Posted |
---|---|---|
1 | 06-17-2020 07:00 AM | |
1 | 09-06-2019 08:15 AM | |
1 | 04-28-2020 11:16 PM | |
1 | 04-23-2020 02:33 AM |
Online Status |
Offline
|
Date Last Visited |
06-25-2021
10:25 AM
|