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Hi Joanne ! You should now have my mail address. Maybe you can send me a broken-down part of the project with the assets and textures which cause CE to crash if you generate a specific Lot. Let me know if this is possible. Matthias
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10-24-2012
12:28 AM
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Hi Elena ! This is quite advanced stuff. The idea would be not that you change the CGA code, but you drive specific attributes via a Python script. Steps: 1] generate the models once, with reports for your target values 2] get the reports via Python ( using the script based exporter ) 3] do the calculations with that info ( at the end of the script based export ) 4] write the resulting new attribute values to the shapes ( at the end of the script based export ) 5] re-generate the models again with the new attributes The problem I see in your specific task is that you try to COMBINE shapes like this. This is not really possible in CityEngine. If possible, try to do ALL PREPROCESSING in ArcGIS, then bring the clean geometries and attributes to CityEngine for the 3D Model generation based on those inputs. CityEngine was not designed for such analysis tasks. I can give you a little test example which shows you a possible workflow of the above steps, but I guess you will not be satisfied with it for what you're searching. Let me know what you think ! Kind greetings !! Matthias
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10-23-2012
04:49 AM
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Hey Joanne ! First, I'd try to upgrade the graphics driver. Just search for your specific graphics card model on the nvidia homepage. Secondly, if you still get crashes, search your harddrive for a file calles somewhat 'hs_err'. If you find one of those files which got created just in the minute of the crash, post it here. But try first to upgrade to the very latest driver. Let me know .. m.
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10-23-2012
04:29 AM
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Hi ! Sorry for the late reply. 1] It seems you have some issue when drawing buildings if a terrain exists. That can indeed give some issues. For now, try modeling in an empty scene.. 2] Just as a reminder: The Polygonal Modeling Tool creates Shapes which you can texture. A Shape is NOT the same as a final 3D Model. But yes, you can export it as a model, e.g. if you don't assign a valid CGA rule. 3] WebGL displays objects with 'Backface Culling'. This means that the BACKSIDES of the polygons are not rendered, thus seem to be missing. This is defined by the vertex order ( normals ) of those polygonal faces. To fix this, you can change the vertex order on those faces which 'look inwards' by using 'reverse Normals' from the Shapes Menu. Double click a shape to select it. To see which faces are the problem, toggle the light with the 'L' key between scene light and head light and toggle 'Single-Sided Lighting in the viewport's display settings menu (cogwheel menu). The faces which then are rendered black need to be reversed. Let me know if you find out how this works. Otherwise, I'll help further. Good luck ! matt
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10-23-2012
04:26 AM
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Hi ! Try the '-Dagol' trick you find here: http://forums.arcgis.com/threads/68004-Trouble-starting-version-2012 Let me know if it works ! Cheers !
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10-23-2012
04:12 AM
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Hi ! 1] You have a rule assigned, right ? [May ba a silly question, but you never know .. ] 2] Your assignes rule(s) do not have an error, right ? 3] When exporting georeferenced data, make sure you use the offset in the exporter settings to locate the data around the cartesian coordinates so you don't run into 'wobble' issues. As described here: http://forums.arcgis.com/threads/59442-FBX-export-%28models%29-to-3DSMAX If you need the data still georeferenced, export to kml. Let me know .. Matt
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10-23-2012
04:07 AM
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Hi ! In the CityEngine.ini file which you find in the program's directory, add the following line in a text editor: -Dagol This should ignore any ArcGIS Online timeout and start CE immediately, though the AGOL features will be deactivated that way.
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10-19-2012
01:58 AM
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Hi ! In CityEngine, a 3D Model is generated by using 1 shape plus 1 cga rule. Thus, each shape produces 1 Model. In this process in CGA, the shapes can not communicate with each other or query information about other shapes. Thus, the process you describe is not possible. Maybe will in future versions. The metadata which 'spans across' multiple shapes must be fed in the form of attributes to each shape so it's assigned rule knows what to do. You can use Python scripting to collect such data and set attributes ( or do it manually ). * * * I'd recommend you start with the Tutorials and Tutorial videos if you're a beginner. http://forums.arcgis.com/threads/64843-CityEngine-Collection-RESOURCES-FAQ-HELP Have fun ! Matt
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10-18-2012
08:27 AM
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Had to think a second what I meant. 🙂 It should say 'Recursion index or split.index', meaning just an index which incrementally grows. If you have 3 assets which need be repeated, you could for example use that index and test : case index % 3 == 0 : i(asset1) case index % 3 == 1 : i(asset2) case index % 3 == 2 : i(asset3) From what I understood it was your idea to always place the same specific assets regularly among a certain street shape. My input here was to either use a repetitive UVsplit [producing split.index indices] here, or just a recursion which UVsplits the street until e.g. a certain minimal length is reached [producing indices]. Makes sense ?
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10-17-2012
07:04 AM
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Hi ! The Reporting functionality itself is based on a CGA function called 'report()'. That means that it does not matter WHAT you want to report (numbers, ratios, ..) but rather IF you can get the results of those reports. The CGA code for reporting is available in Basic, but the functionality to visualize the results is not. In short, in Basic, there's no reporting available. Kind regards ! Matthias
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10-17-2012
06:21 AM
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Hi ! From what I know, the unit is defined within the FBX file. This means that the importer should also interpret that unit. So there should be either a scene unit to be set in Rhino or an FBX import option. Maybe you find the time to track this down. A 'global' export scaler would be nice, we've had this on the internal wishlist for years .. 😉 Cheers ! Matt
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10-17-2012
05:31 AM
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Hi ! First, this thread gives you some more insight in the topic: http://forums.arcgis.com/threads/54072-textures-raster-files-concepts-in-CityEngine-ArcGIS For the down-res process itself, use the 'Resample' GP Tool (ArcToolbox > Data Management > Raster > Raster Processing) (Thanks to J. Swain for this input) Let me know if this helps ! Matt
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10-17-2012
05:24 AM
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Hi .. The creation of streets and setting of their tangents is working entirely different than the Cleanup Tool. Yes, the Cleanup Tool takes the width of streets into account for some actions, but this is not the case currently for the Dynamic City Layouts system. The only additional thing you can do is change the node type to 'Junction' instead of the default 'Crossing', which creates the shapes continuously along the wider street, but the tangents must be set manually. The thing you need is currently just not possible... 😞 But we've noted your wish, so we're going to think about this. Kind regards ! matt
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10-16-2012
05:04 AM
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hi ! mail address : see PM. 1] An other thing to do: Import the kml file as Static MODEL in the scene, then it's placed correctly. Then convert this model to a Shape with RMB> Convert Models to Shapes. The option to import kml files directly as shapes just was never implemented. Noted this down. 2] You could also use ArcGIS to convert the model to a textured MultiPatch in a GDB. That would be an other option, but is obviously more work. Ok ?
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10-16-2012
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