POST
|
I do have (mostly) one mesh for each building. But these models are inefficient and have no extra attributes associated to them. It is relatively easy to add an extra attribute in Maya. Getting an attribute out of her and in to the City Engine is the part I don't yet know how to do. I guess attributes are handled differently internally and are stripped out during the exporting from Maya. To work around this requires Python and 3D math matrices ninjahood that I do not yet possess :P... I am measuring building height with Mayas Measure Tool and can plot these manually or automate the process when I know more about the route the attributes are taking between Maya and City Engine... The footprints are separate pieces of geometry. I can remodel them by hand or programatically if I knew how, inside of City Engine. It may be better to just redraw them manually, to ensure correct point order and facade facing the streets etc.. I also have a version of the footprints as separate curves for each footprint, in Maya but the point order in both curves and polygons is probably messy... choices choices..
... View more
09-21-2012
09:27 AM
|
0
|
0
|
320
|
POST
|
The height information in Maya is from building models from Google Warehouse. I want to proceduralise those models. To be able to Rule 😜 And later to export through Python for importing into a game engine. Most likely UDK. Cheers
... View more
09-21-2012
03:20 AM
|
0
|
0
|
798
|
POST
|
For now it is enough with building height and roof type and street width.. The building heights are known values so imageLayer route would not be useful. Perhaps set them with Python. Is it to follow the Python scripting page in the manual and do? : >>> //Assuming a block is selected >>> block = ce.getObjectsFrom(ce.selection)[0] >>> ce.setAttribute(block,"/ce/block/shapeCreation", False) >>> ce.setAttributeSource(block,"/ce/block/shapeCreation", "USER") >>> block = ce.getObjectsFrom(ce.selection)[0] >>> ce.setAttribute(block,"buildingHeight", 27) //?? Does this generate a .gdb file or is the attribute than handled internally? Cheers! Hopefully it will get me started to do more advanced...
... View more
09-20-2012
12:16 PM
|
0
|
0
|
798
|
POST
|
Thank heavens... I wold not say I a fluent in MEL or Python, but with hard work I can find my way around using the help and Script Editor if I know what to look for 😛 Wold you be kind enough to share if possible the script(s) you used before so that I have some kind of a head start? Would it be much easier if I were to draw the shapes directly inside of City Engine? How wold I go about adding attributes to shapes drawn inside of City Engine? I don't mind redrawing the footprints all over again, it might be less of a headache 😛 Cheers S
... View more
09-20-2012
11:13 AM
|
0
|
0
|
798
|
POST
|
hi ! yes, .shp, file .gdb or .osm allow you to import such attributed. .obj / .dae / .fbx cannot be used for this. you could use Python scripting to assign specific attributes to specific shapes though. Thank you for hopeful reply. Forgive my lack of in depth knowledge on inner workings of attributes between software. Is it possible to write a Python script (with a GUI) that enables assignment of specific attributes to (selected) polygonal shapes inside of Maya and export a .gdb file to later tie it to imported .obj files? Or would one also need to write a .shp exporter? If yes. How wold the workflow be? Could you please sketch out a rough guide to steps involved in such process? I have a set of building footprints in Maya that have no attributes associated to them. And I want to be able to import them and use attributes for building height etc. for generation of models. -------------------------- Another question is if it it possible to assign the attributes to imported or hand drawn footprints from within City Engine? I guess one wold need to be able to generate the database .gdb file in City Engine.... If yes. How? Is there a tutorial on this that I have missed? If no. Is there a guide (preferably a tutorial) on how does one assign the attributes and exports it out before importing it to City Engine? And which software has features for assigning attributes and exporting .shp? Esri Suite are a bit overwhelming for me at this point. And I haven't found a straight forward explanation for this process. Please refer to or make a step by step tutorial (if possible) on how one does add attributes to shapes or imported polygons. I get lost in all the options, menus and complexity of ArcGIS. I only need to add attributes and export from it. Is there a tutorial on this? I am hoping for a easy way to assign attributes to footprints and export it out for importing into City Engine. And footprints I have at his point are "dumb" polygonal objects in Maya...Please advice. Thanks in advance. S.
... View more
09-19-2012
11:04 PM
|
0
|
0
|
798
|
POST
|
Hi. I wonder if there is a way to add attribute such as building height or roof type onto footprint .obj files from within Maya or Max? How does one go about adding an attribute that City Engine can read/show and be usable like shown in the tutorial files? Does it have to be in shape format? And if there are other software that allow for adding this attribute before importing? Is there tutorials that show how one can add building height attribute to a polygonal building footprint before importing to City Engine? EDIT: I did some searching and found out that these attributes live in an external to the polygons database, table.dbf file. Is there scripts or exporters that anyone is aware of that allows these attributes ( buildingHeight, buildingType ) to be added and exported from within Maya, Max, Sketchup? Thank you.
... View more
09-12-2012
08:03 AM
|
0
|
11
|
3738
|
Online Status |
Offline
|
Date Last Visited |
11-11-2020
02:24 AM
|