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hi ! 1] can you open Window --> Show Log and see if there's some errors ? if there appear errors after your RMB issue, can you double click some of those errors and post the so-called stack-trace ? 2] actually the OSM centering is not needed any more. I can understand the wish for it since you will want to export the data centered around the cartesian origin. though, since the new 2011 version of the CityEngine has an export functionality (obviously not in the TRIAL version ) to exactly do so, the reason for the center button has vanished. 🙂 please let me know ! kind greetings !
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11-07-2011
01:38 AM
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(I understand french) have you seen all these resouces ? --> links.esri.com/resources/cityengine e.g. essential skills movies ?
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11-03-2011
10:16 AM
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hi .. 1] create a wizard city 2] create a new scene in the wizard city project 3] drag and drop the osm into the scene 4] select all OSM data, MOVE it to the cartesian origin (zoom very far out and move the dataset to 0/0/0). you have to do this since the OSM data is georeferenced, thus far away from the origin. 5] assign the wizard city rules to the shapes 6] create the models.
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11-03-2011
10:12 AM
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glad you found this out ! but why do you want to edit the in an external editor and not the standard way in the CE, which also has correct syntax highlighting ? 🙂
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11-03-2011
09:25 AM
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hi. I just downloaded the free SketchUp version on my macBook and I am able to export also to collada (next to kmz). I made a little test and I'm able to import both kmz and collada files into the scene via d'n'd without an issue. Tim, can you maybe upload an asset which causes you issues ?
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11-02-2011
04:17 AM
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hi .. can you post some screenshots of : 1] the viewport 2] the stack trace code of the most prominent errors in the Log Window (double click the errors). let me know !!
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11-02-2011
03:09 AM
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concerning your poll : as seen in the above post, working in CGA and working with georeferenced ('final') models are two entirely different things in the CityEngine, thus they should not be combined. makes sense ?
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11-01-2011
02:03 AM
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hi .. as you may know, kmz files are simply compressed (zipped) kml files. so you can any time simply unzip it to get the kml file. kml files themselves can also be just zipped and renamed to kmz to get a kmz file. since kml/kmz files already are georeferenced, it makes most sense to simply use them as so-called 'Static Models' (please see new documentation), a new functionality of the CityEngine 2011. simply drag-and-drop (also a new functionality of 2011 !) them into the scene and they're automatically placed correctly. so kml/kmz files can not be used in CGA, this is not supported since they basically in 99.9% of the cases already represent final building geometries. in case you need to use the kml/kmz geometries as assets anyway, dig deeper in the kml file structure to find standard collada (.dae) files which you can use of course, also within CGA. ok ?
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11-01-2011
01:57 AM
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sure. let me know if you need any specific input. things may need some workarounds since you need sometimes some strategies to work with procedural modeling. but I'm pretty fluent in CityEngine, so I probably will be able to give you some hints in the best direction. k ?
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11-01-2011
01:40 AM
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hi Tingli04 ! to be able to port the texture, make sure that you also use the '.mtl' file which stores the actual texture. [let me know if this is unclear] try and open a mtl file in a text editor ! as assets, you can use .obj and .dae (collada) files. maya ascii and binary can not be used. ---------------------- a very easy start in a few steps : 1] copy one asset you want to use into the /assets/ folder 2] import an osm into your scene, press the 'f' key to see the shapes and street graphs. 3] create a new rule file and assign it to 1 Lot shape 4] write the following code into the rule file : Lot -->
alignScopeToAxes(y)
extrude(10)
i("assets/####.obj") # use your obj name here !
AssetShape. like this, you have used an asset and inserted it directly at the Lot level. of course, this is a very simple example, you'll find more things in the docs and tutorials. ------------------- it is very important to understand that the CityEngine is a procedural modeling application. so the majority of the models you create will be created entirely with CityEngine's rule based modeling. FOR THIS, the CityEngine can use assets to fill in e.g. windows, roof bricks, trees etc. as instances. basically, assets are the fill-ins where you do not want to create the geometry procedurally or you can't. e.g. with deco elements or statues, ... BUT you can also place assets as finished models or buildings in your scene. for this, you can simply import them in a scene as a 'static model' (ce 2011 !). check the docs on this, ok ? lemme know if you have more questions !
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11-01-2011
01:36 AM
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hi ! for the CityEngine, geometry is geometry. thus it does not matter whether you create geometries on or below ground. though, so there's no specific distinction between the two. though I don't know of a specific project which has been done with the CE yet. your chance ! 🙂
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10-31-2011
01:25 AM
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sure. the idea itself was actually interesting to wrap in code. I've never thought so far about that corner lots themselves should be isolated, but obviously it makes sense. it's been good homework.
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10-28-2011
08:16 AM
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hi .. can you provide your precise OS version, CE version and graphics card type and model ?
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10-28-2011
04:11 AM
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hi .. yes, this is true ! 🙂 texture() only accepts the UVs from UVset 0 and set(material.dirtmap) only accepts UVs from UVset 2.
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10-28-2011
04:09 AM
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