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Hi. There should be ways to import the kml files properly into ArcGIS. I did this a few times by converting ( as you mention ) to a layer. I am not a ArcGIS PRO at all, so you may try to find the answer on this via Esri Support. Nevertheless : CE 2012 ( due Sept. 12th ) supports textured MultiPatches, so you can directly export your geo to a GDB as MP. Ok ?
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09-04-2012
02:02 AM
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I can code this, let me know if you run into road blocks. 🙂 have fun ! matt
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08-31-2012
10:49 AM
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hi ! Collada is not a file format which is designed to port geolocated data due to precision limitation. Use kml instead. Read this thread carefully, it's basically the same problem : http://forums.arcgis.com/threads/59442-FBX-export-%28models%29-to-3DSMAX hope this helps ! 🙂 matt
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08-31-2012
10:47 AM
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ah, I forgot Maya does no more have a default dxf exporter as it used to have years ago. you have to somehow export the lines to the formats .dxf ( or .osm or .shp or .gdb) but there's an other way I'd take : if you are familiar with MEL coding in Maya, you can create a MEL script which takes all your street center lines and produces the Python code for the street re-construction inside CityEngine. once this is set up, it's real easy to use. are you familiar with MEL scripting ? let me know. I'm REAL short on time atm, but I could help you somehow. matt
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08-31-2012
01:59 AM
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it's not unstructured .. it's { xVtx0, yVtx0, zVtx0, xVtx1, yVtx1, zVtx1, xVtx2, yVtx2, zVtx2, .. } so the xyzs are for increasing vertex IDs..
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08-31-2012
01:49 AM
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hey ! that is currently not possible with CGA. but there's an easy way to get such a building shape with the upcoming CityEngine 2012. you'll really like it .. 🙂 stay tuned, ok ?
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08-29-2012
05:13 AM
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ok, I have attached one of your images with 2 colored lots to explain things. 1] red lot : the street egde should also be the first edge ( -> both need to be set, because the first edge defines the front of the building ) 'usually', the first edge is a subset ( 1 edge ) of the shape's street edges. but what happens if the shape were set back 5 meters ( black fat new line ) : would it still be considered as a street edge so far away from the street ? you already see that you have to define thresholds for certain things. 2] green lot : [ let's say the curve has 4 segments. ] we agree that this lot's got 6 street edges, but which would be the First Edge ? in the last post, I've mentioned that in this block subdivision pattern, it usually is the shorter side, thus the shorter edge. but here we have multiple possibilities because we have multiple possible segments, a longer one ( the one we'd choose by our human intuition ) and maybe 2 of the corner segments which also face the street at a small enough angle. you see now that you need new thresholds for a] 'street facing angle' and 'minimal Edge Length To Be Counted As First Edge'. e.g. if one tiny edge is facing the street on a better angle than the much longer edge right next to it, we'd want the longer one. 3] in general, you see that we need to : a] find the abstract concept behind the geometry to be able to quantize each edge individually and compared to each other b] create the code which does the above for us are you familiar with vector math and 'scripting in general' ?
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08-29-2012
04:16 AM
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Hi Jens ! I move the thread. You can use dxf to bring the street network over, make sure the data is actually curves and not polygons (for streets). There's only linear segments supported atm, so any true curves need be segmented into some linear curves. Though don't segment them too dense, this may cause issues. Rather, in CE, use the graph cleanup tool and then set the street curvature again in CityEngine. ok ?
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08-29-2012
03:10 AM
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hi ! In the Philly Example : - Select the 'Basemap' Layer ( Terrain ). Once selected, in the Inspector under 'Layer Attributes', you see attr elevation = map_01(brightness, 0.304801, 24.078802) + elevationDelta that's the attr elevation which gets sampled by the height map's brightness value. now if you want to use this value in your own code, you have to initialize that attr too ( with the same name of course as in the Inspector ) e.g. in 'Street Construction.cga', there's the Initialization on line 133 : attr elevation = 0 Once you have the attr set up, just point to it via the Connection Editor ( Inspector ). Ok ?
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08-27-2012
05:58 AM
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then I assume you have invalid characters in the file names. check them for any spaces or anything 'non-letter' or 'non-number'. 🙂 let me know ..
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08-24-2012
08:49 AM
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ok. questions : are you familiar with the difference between the concepts of the 'First Edge' vs. 'StreetEdge' ? a] the First Edge (just 1 edge per shape) usually defines the front side of the lot. a default lot, that would usually ( except for corner lots ) be the shorter edge. the Dynamic City Layouts ( CityEngine's Block Subdivision system) automatically sets that First Edge on the widest street edge. If on a corner lot ( 2 streets ) both streets are equally wide, the longer edge is chosen. b] the Street Edges can be multiple edges per shape. E.g. lots with curvature have a lot of small segments which may or may not be sitting along a street. thus, EACH edge has to be checked whether it's facing a street or a neighboring edge. since this 'correlation data' between shapes and graph lines does not exist we have to write a script which does that for us. That's not really easy because not in each case ( each edge ) we can easily say what is what. so far so good ?
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08-24-2012
12:28 AM
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hi ! did you check the 'Collect Textures' checkbox in the Materials tab of the Exporter ? btw.. there's export presets on the very top of the Exporter window which should set everything correctly. let me know ! 🙂
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08-23-2012
03:11 AM
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hi ! just delete the .xml ending so it reads just .osm. [I've seen this happen on MacOS.]
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08-23-2012
03:08 AM
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hi ! yes, there is a solution to this, though you may need to rewrite a little of the code. as you may know, 'const' values are evaluated only once per shape, then remain so during the model generation process. e.g. : const doorSide = 33% : "left" 33%: "right" else : "center" so in the code which places the split where the DoorTile is created ( with the 3 random placements left, right, middle), you could add the code line above as a new const and then change the code to : case doorSide == "left" : split()
.. instead of : 33% : split() left
.. that way, the const drives the door position. ( you could also make an attr out of it and set it manually. let me know if you wanna know how. that's easy to do.) * * * now the second issue is to synch that the stairs get constructed at the same position as the door. for that, you can use the same splits as for the door and the same case structure which obeys the doorSide const too. That way, you can guarantee that the stairs get created below the doors. I'm not perfectly sure how the indices are defined to set the actual wall for the stairs. would have to look at this. let me know if you need help on this.
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08-23-2012
03:04 AM
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