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Hi ! Let me know a bit more what you use the 3d city for. Depending on this, I may point you in different directions. Matt
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05-07-2013
08:11 AM
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Hey Rob, Are you also exporting a terrain ? Check the export granularity concerning terrain exporting. Default is 'export all visible terrains' in CE 2012. Note that in the misc tab, the default is 'simplify terrain'. this triggers an edge-collapse algorithm to process the terrain and create less polygons. this is expensive to calculate, especially of course if you have high-polycount terrain ( check also the UV-subdivisions in the terrain layer. Turning off that simplify should speed up the terrain export. Ok ? Matt
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05-07-2013
12:19 AM
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from what I see you have 2 structures how to derive volumes. 1] extrude (buildingHeight) --> 1 volume > thus 1 roof shape after comp(f) 2] extrude (buildingHeight) --> 1 volume > split (y) in ground floor and upper floor volumes > thus many volumes with many roof shapes after comp(f) in 2] you see that only the top most makes sense to get a roof. check out the docs on 'split.index' and 'split.total'. I usually use this to distinguish the 'top floor'. e.g. in 2], I'd code : [ check the code, indices may be off, did not test this]
building volume > split(y) { groundFloorHeight : Volume(0) : ~1 : UpperFloors }
UpperFloors --> split(y) { ~upperFloorHeight : Volume(split.index + 1) }* # split indices are 0-based, thus +1 because GF is 0.
Volume(floorIndex) -->
case floorIndex == 0 :
GroundFloorVolume.
case floorIndex == split.total :
TopFloorVolume.
else :
UpperFloorVolume. then only on the TopFloorVolume, you trigger the roof. ok ?
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05-03-2013
09:30 AM
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Hi, I'm not sure if I understand where you want to go with this .. 🙂 procedural modeling is 'rule based modeling'. thus with the script you describe a series of geometric operations ( and set material attributes ) to derive 3d models. how the rules are structured and organized can not really be broken down to the 'best practice', this depends on each project. what do you mean by this 'architecture' ? matt
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05-03-2013
09:18 AM
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Here's a great detailed tutorial how to bring CityEngine 2012 models to Unity3D game engine ( including files and scripts )! Features : - Data transfer CE > Unity - Handling georeferenced datasets - Create a first person player controller and walk the city - AssigningCollision Meshes [ to interact with the geometries ] - Texturing the environment ( terrain & sky ) - Create a standalone .exe application (!) http://www.3decide.com/break-a-leg/ce-to-unity-tutorial Have fun !
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05-03-2013
07:26 AM
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Hi ! Proxy issues are a different thing than not being able to log on to ArcGIS online. CE 2012 does not yet really feature proxy settings, CE 2013 will. Are you on Windows ? If so, there's a connection test you can make with RMB-clicking on the little CE icon in the task bar menu, where you eject e.g. USB sticks ( don't know the name ). Let me know .. Matt
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05-02-2013
08:40 AM
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hi, I don't know UML, teach me .. 🙂 CGA is 'just' a scripting language, so you can do what's best for your workflow. If you have multiple people working on CGA, of course it makes sense to agree on specific attributes and then each person works on e.g. parcelling, mass modeling, facades, roofs, ... up 2 you ! Matt
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05-02-2013
08:37 AM
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1 shape + 1 rule = 1 model. models can be exported. means you have e.g. a curves street shape as an input shape, plus the rule which creates the lanes, trees, cars, and so on. That resulting model then can be exported to an other 3d app. ( yes, with great precision ). Though note this thread about georeferenced data : http://forums.arcgis.com/threads/59442-FBX-export-%28models%29-to-3DSMAX Matt
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05-02-2013
08:33 AM
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Hi ! please send a mail to [email protected] ok ? Matt
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05-02-2013
08:27 AM
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Hi Cary, Sometimes, errors occur which have no influence in the exported file, so this could be multiple things. Maybe try tracking down one by one which elements cause this error of coming up. E.g. just export a street, a building, .. until you can reproduce the issue on 1 specific shape .. ok ? Let me know .. Matt
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05-02-2013
05:09 AM
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hi ! did you already see the tutorial videos ? if not, I recommend them.. 🙂 ( see my signature ). try selecting all graph segments, then clean the graph network. Once all is clean and you see no red lines indicating errors, go to the Inspector ( right hand side ) Blocks tab > Subdivision > None. This will deactivate the Lot creation and leave the block shape intact. Ok ? Matt
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05-02-2013
05:06 AM
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http://www.youtube.com/channel/UCNS4TLgToEDQiH9pi06ofOA Let me know what videos you'd like to see. I'll try to make time for the most important ones ! 😮 Matt
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04-29-2013
12:09 AM
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Hi .. Yes, I'd use reporting to collect data, report it, then write it out. This thread may give you some more inputs on using reporting to export metadata .. http://forums.arcgis.com/threads/64088-Vehicle-placement-on-CityEngine-generated-streets. Concerning the other question : I asked here. This is actually something which is not working until you trigger the source of the attr to be 'user'. Think of it like this : The node has a set of attributes which trigger the street creation algorithm with a certain set of parameters, ONE DIRECTIONAL. Means if the algorithm's default value is not accessible in the node object. So if the node does not have the attribute, the default value is triggered within the street creation function. Thus, you can not access those default values. But note that if you set the source to user, the ce.getAttributeList() will then list ['/ce/crossing/type', '/ce/name'], so adding the user set value to the parameter list of the node. Setting the source back to (Default) does not delete that attr again. So in your case, just use the methodology you found out. Ok ?
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04-26-2013
06:29 AM
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