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City Engine Difficult UI (User Interface)

908
3
04-24-2015 12:02 PM
Status: Open
RyanCartwright
Deactivated User
First and for most I love the idea of City Engine and its purpose. I have found this tool a great asset in the office and have followed it since its start at Siggraph 2008 or 2009 where I first saw it. 
I am using the City Engine 2015 product. I have just ran the City Engine 2015 for the very first time and was compelled to write in this forum in hopes for a change. Unfortunately it opens up similar to the last program City Engine 2014. 
I would like for this message to be sent to the UI designers / programmers.
There are few things that I dislike about this product:
1. It takes so much just to run the program. I would like to just get in and be able to work / play / test things out without always having to setup folders and other things I could actually do later. It seems like that process wastes time. 
Solution: Study other  3D modeling program interfaces already on the market such as autodesk maya, modo, or presagis creator. These are more artist friendly tools aiding in content creation. The interface starts right up in these programs. I can start creating instantly. The program remembers that I am using feet and there is a grid with a set spacing at 0,0,0. The user should have a set default screen that one may immediately begin working, instead of trying to find out why there is "No Scene".
I actually had to load a generic scene and then erase all of the content in order to start working with in the scene. 
2. I use some of those tools listed above, maya and creator. The programs incorporate the 3D mouse as a standard plugin. I was able to use the 3D mouse rarely in City Engine 2014 (not sure how that happened). It seems as though there is a plugin for the expensive version of City Engine and not the basic or standard version. It would be greatly appreciated if the 3D mouse functionality could be unlocked for the basic or standard version.  This would speed up work flow since I use this in all the other programs. It would also cut back on wrist and finger fatigue. 
3. I like the idea of the reading and the placement of the real world location upon import from openstreets tool, but for the work that is done in this office, the majority of the maps needs to be centered to 0,0,0 xyz axis as possible. The import / export functionality seems to be a bit cumbersome. It would be nice if the import / export could have a generic location of 0,0,0 even if the object has to be rotated later. 
4. It makes no sense why I am not able to search my entire computer to find contents to import / use in this program. I am only restricted to the created folder at the start. There should be a function that allows the content to be copied / saved into a setup folder.
These are normal and basic functions / things I use all the time in my other 3d packages. They are quite easy to use. I have some difficulty doing what seemingly should be basic tasks here in City Engine.

3 Comments
ChristianIten

Hi Ryan

Its great to hear about your enthusiasm for procedural modelling and that you follow the path of CityEngine since its early stages.

We agree with you, the user experience of CityEngine is not yet where we want it to be. While it is an ongoing initiative to improve usability, - recently we simplified the Inspector for example - "Better UI" is now one of the focus topics for the next release.  This will free resources to design and implement improvements, so stay tuned.

Let me comment your feedback in more detail:

1.) The concept of workspaces is not easy to grasp, thats true. On the other hand it helps you organise your content in the long run. It is deeply rooted in CityEngine, therefore we cannot change it without big efforts. One concrete line of attack regarding better UI is the improvement of the first-time user experience. 

2.) It is not our intention to prohibit/make it difficult to use your favourite input device in CityEngine. For future CE Basic Versions, we plan to support 3D Mice too.

3.) Working with geo-referenced data is one of the main features of CityEngine and therefore makes it a great fit in GIS workflows. To use Get Map Data in a non-georeferenced scene you can do the following: Download the data into a scene with an appropriate coordinate system. Then create a new scene without coordinate system, therefore select “No Projection, raw data in feet”. Create a Map Layer -> Terrain and use the map files from the previous scene. you find them in the ./maps folder. Next, set X & Z-offset to 0, this places the terrain at the origin of your scene. To move the terrain vertically, use elevation offset in the Inspector.

4.) To import assets into your CE project, go to import… and select the appropriate wizard. By clicking “Browse.." you can import data from your computer. Maybe you missed the button on the top left to expand the file tree.

Again, we are aware of the usability issues and are continuously improving. Thanks for your feedback and hopefully I was able to help.

We are sorry for not answering you earlier, it looks like we lost track of your post.

by Anonymous User

As a new user of ESRI products (as of this year) and a new GIS guy from a video/ animation and 3D software background, I do notice a lot of the same frustrations that Ryan mentioned in this thread. I am encouraged that it is replied to by you (Christian) with the level of detail that you are willing to try to make it easier to use for people, especially those of us with 3D software knowledge.


I'm not going to beat it down with numerous details or comparisons, which are many. The concept is great and the capabilities (so far) are okay, except for the output quality.  I presently have an open case with ESRI support that is being investigated in regards to the output, and how it handles texture images when exporting.

To make this a short post and convey the ideas for improvement, I want to simply get this out there. ESRI products are known for their support and use of Python scripting. Blender 3D is open source, FREE, and highly capable software that rivals the big platforms like Maya, 3DS MAX, etc. The code is also free, and it also leverages Python for customization, game development and plugins.  The open-source GNU license for Blender also allows for it to be edited, studied, copied, re-packaged and sold as something else.


Therefor, why not get a copy of the Blender code and use the render engines, animation tools, format import/export capabilities, image editing abilities, and basically build CityEngine over the core of Blender? I'm not a programmer but I do know that there should be something to gain from what's done already. I started another idea thread about integrating animation recording and playback of tours over maps (similar to Google Earth Pro, also FREE) and this is done in Blender as well.  Get a copy from Blender.org and try it out.

By the way, someone else also makes a GIS plug-in for Blender but I have yet to figure out how it helps me with ESRI. This could also be used/ leveraged in integrating them together.

ChristianIten

Hi Thomas,

 

Thanks for your input and welcome to the world of GIS and ESRI. We are aware of blender and we like it a lot. Still, switching to the blender core is not part of our roadmap. 

With the 2017.0 release we will deliver numerous UI/UX improvements, and we will continue in this direction for future releases.