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Hi, Did you try to start CE in safe mode ? Did you try and create a new Workspace to test this ? Let me know. M.
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12-09-2012
11:53 PM
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Hi ! Never heard of such limitations. You should be fine to work!
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12-09-2012
11:50 PM
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Hi ! Sadly, you can not split and the rejoin the resulting shapes yet in CE. So you'll have to find a proper series of splits which results in the geometries you'd like. This can indeed be tricky to code, I'm currently thinking about parcel subdivision in CGA a lot too ! Try working with setback(), shapeL() shapeO() shapeU() and split(), together with different aligns. Let me know if you're stuck somewhere ! m.
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12-06-2012
09:01 AM
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ps. meanwhile, try to understand this code here : http://forums.arcgis.com/threads/72834-Recursive-Highrise-Building-rule-%28with-good-control-over-floor-volumes%29 ok ? 😮
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12-06-2012
08:55 AM
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Hi ! It'd be best if you show me a little screenshot or picture so I can code it down in an easy way so you understand it. Matt
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12-06-2012
08:54 AM
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Hi ! I've been asked to make a list of things to watch out for in the SU>CE workflow. 1] If your models are georeferenced and you'd like to use them as 'Static Models', export from SU as .kml or .kmz. Do not use .dae ( Collada ) in this case, since .dae does not provide enough floating point precision ('Wobble effect'). Dragging and Dropping the files in the CE viewport will automatically place them at the correct georeferenced position. 2] If you'd like to use SU models as assets for use in CGA, you can use .dae or .obj. Make sure these models are centered around the Cartesian origin (0/0/0) to prevent unwanted offsets when placing the assets with CGA. 3] .dae is an ascii (text) based format, so it can be edited in a text editor. This is e.g. helpful to edit transparency values or fix texture paths if textures are missing. Note the default file path conventions : ./ = same directory ../ = up one dir ../tex/ = one folder up from the current .dae file path, then inside the folder called 'tex. Same rules apply to .obj files, which carry the material definitions in a separate .mtl file. 4] A .kmz file is a zipped .kml file. Unzip it using any unzipper. 5] A kml file is just one or multiple collada files with a texture folder. Plus some metadata which specifies the georeferencing and 'height above sea level' on the centroid of each .dae model. 6] Make sure that every last texture you are using in your CityEngine scene has a unique name. Including subfolders of .kml and .kmz files. 7] If textures are missing, fix the file paths with the knowledge of point 3] 8] If materials have the wrong transparency values, fix them by using the knowledge of point 3]. Material transparency and texture transparency (alphas) usually are defined fully transparent or fully opaque with different values ( 0 or 1 ). This means there are different standards used in different 3d applications, thus not all 3d models directly work perfectly within CityEngine. I'll add more points if things are missing. Cheers ! Matt
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12-06-2012
08:40 AM
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Hi ! The problem is that once the model is generated with CGA you have no more metadata available and 'just' a 3d mesh with a certain topology which you can not query with a certain intelligence. Of course you can get the list of vertices for the mesh, but this helps nothing because you need the geometric metadata. If your usecase is sensitive, feel free to PM me, I'll treat the stuff of course confidential. Maybe if I understand your needs better I can help further. The road I described will provide you with very precise vertex positions, possibly also other data you need. Let me know. Matt
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12-05-2012
06:32 AM
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Here's a cool simple approach to create some variating building volumes, which can grow thinner from floor to floor.
/**
* File: recursiveStepbacks.cga
* Created: 5 Dec 2012 15:27:58 GMT
* Author: matt6767
*/
version "2012.1"
############################################################
# GENERIC ATTRIBUTES
############################################################
@Group ("Building Volume",0) @Order(0)
attr Number_Of_Floors = 8
@Group ("Building Volume") @Order(1)
attr Groundfloor_Height = 6
@Group ("Building Volume") @Order(2)
attr Upperfloor_Height = 3.5
@Group ("Recursive Detailing",1) @Order(0)
attr Minimal_Stepback_Dimension = 12
@Group ("Recursive Detailing") @Order(1)
attr Stepback_Probability = 0.25
@Group ("Recursive Detailing") @Order(2)
attr Stepback_Dim = rand(5,12)
############################################################
# FUNCTIONS
############################################################
Floorheight_Function(floorNumber) =
case floorNumber == 0 :
Groundfloor_Height
else :
Upperfloor_Height
############################################################
# GENERIC ATTRIBUTES
############################################################
@Hidden
attr Current_Floor = 0
############################################################
# START
############################################################
Lot -->
alignScopeToAxes(y)
LotAligned(scope.sy)
LotAligned(yDim) -->
# create a flat base
extrude(world.y, 100)
split(y) {yDim : BaseVolume | ~1 : NIL}
BaseVolume -->
comp(f) {bottom : NIL | side : BaseFacade | top : alignScopeToGeometry(yUp, 0, longest) BuildingRecursion}
BuildingRecursion -->
case Current_Floor > Number_Of_Floors :
NIL
else :
extrude(world.y, Floorheight_Function(Current_Floor))
FloorVolume
set (Current_Floor, Current_Floor + 1)
comp(f) {top : FloorShape | all : NIL}
FloorShape -->
case p(Stepback_Probability) && scope.sx > Minimal_Stepback_Dimension :
alignScopeToGeometry(yUp, 0, longest)
split(x) {Stepback_Dim : BalconyShape | ~1 : BuildingRecursion}
else :
alignScopeToGeometry(yUp, 0, longest)
BuildingRecursion
############################################################
# VOLUMES AND FACADES
############################################################
FloorVolume -->
case Current_Floor == Number_Of_Floors :
# top floor
color(1,0,0)
else :
Floor.
BaseFacade -->
color(.3,.3,.3)
X.
BalconyShape -->
case Current_Floor > Number_Of_Floors :
NIL
else :
extrude(1)
comp(f) {top : NIL | bottom : NIL | front : BalconyWall | back : BalconyWall | left : BalconyWall }
BalconyWall -->
color(.5,.7,.5)
set (material.opacity, 0.7)
[ATTACH=CONFIG]19717[/ATTACH]
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12-05-2012
06:12 AM
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Hi Mary ! I'd start watching the tutorial videos you find here : http://forums.arcgis.com/threads/64843-CityEngine-Collection-RESOURCES-FAQ-HELP Then play with the tutorial files which ship with CityEngine. Here on the Forum, many things have already been discussed, so searching a little here and there will most probably help you a lot further. Let me know how it goes and if you have questions. Matt
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12-04-2012
11:57 PM
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Hi. To get those vertex coordinates you best use CGA's convert() function. Check the docs on it. So what I'd do is : Cut the street geometry a little further until you basically have a tiny shape ( 1 x 1 cm) and then use convert() to get the desired coordinates. Question : How precise do you need those positions ? Within 'millimeter range' or 'as precise as it gets' ? Depending on that answer, strategies are a little different. Cheers ! Matt
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12-04-2012
11:52 PM
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Hey there ! If you're new to CE, first watch my tutorials which you can find here : http://forums.arcgis.com/threads/64843-CityEngine-Collection-RESOURCES-FAQ-HELP Especially 1,2 and 6. 🙂 After those, it may get a little clearer how to use setback() and the other operations.. Let me know if you need more help, ok ? 😮
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12-04-2012
02:41 AM
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Hi ! Since the Shapes come from the 'Dynamic City Layouts' system, this is not possibly automatted with CGA. You'd have to create a rule which does those splits based on attributes which are manually set. That is a limitation .. M.
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12-04-2012
02:31 AM
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If somehow possible, try to get more RAM into your machine too. 4GB is on the very low end. Use at least 6 or 8 GB. CE is quite hungry for RAM, so this may help you ! Let me know .. m.
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12-04-2012
02:21 AM
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Hi ! You must delete the layer and re-import. BUT: You can give each shape an attribute in ArcGIS which sets the rule file and start rule. [use those precise names] 'ruleFile' (string) > which CGA rule should be assigned directly on import 'startRule' (string) > which Start Rule should be set for each shape. This should help you streamline the process. Ok ? Matt
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12-04-2012
02:19 AM
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Hi ! Maybe this thread helps you : http://forums.arcgis.com/threads/56490-Freeing-up-system-memory How much RAM do you have in your machine ? Is it a 64 bit OS ? Let me know .. Matt
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12-04-2012
02:15 AM
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