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HI Abele Giandoso, I think I understand. This is a little more complicated to control the block. My thought there would be to either use CGA on a rule level to get better control or see if you can use python to iterate through lot/shape objects after subdivision. My thought was you could need to subdivided the shape in the block, then set their first edge. See docs on Help - Block Parameters for details on that. To set the first edge, I think you would run clean up shapes from python, and make sure that you set the first edge. See here: Set First Edge. This operation sets the first edge of a face to the currently selected edge. This step is often needed to orient a face's "zero" edge towards a street (e.g. for placing the buildings front correctly). If a face is selected, the highlighted gradient line indicates the first edge (with gradient from vertex 0 to vertex 1).
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09-19-2018
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Hi Abele Giandoso, I see your challenge. Subdividing with CGA can often be block transferring attributes and can be "blocky" too. I think Python is the correct way to set up your scene. I think you are looking at the right functions, one approach to build your medieval city is to create a district layer (assign an object attribute to districts from the generation, I realize you have no data). This district layer might denote elements such specific quarters etc. This is an optional element. I think then you have a few options: Option 1: Generate your city- set all the blocks to be one shape - set lotAreaMin to a huge number. Set up a for loop to iterate through all blocks - subdivide shapes on the large blocks. Set the percentages of time you want to split into smaller shapes of a target size based on what you outlined above Set up a define first edge routine. It should at least establish inner/out lots. This crude, but might be easier to program. Option 2: You might be able to iterate through each block object and change its block parameters based on your percentage allocations you said above. This way you just iterate through your blocks and set their lot generation parameters to match your desired allocation. You will have to check their parameters before trying this though. Set setAttribute() for examples below: # set block parameter 'shapeCreation' of block 'BlockSouth_8' to false
# and make sure parameter source is USER
block = ce.getObjectsFrom(ce.scene, ce.withName("'BlockSouth_8'"))[0]
ce.setAttribute(block, '/ce/block/shapeCreation', False)
ce.setAttributeSource(block, '/ce/block/shapeCreation', "USER")
# set street parameter 'streetWidth' on segment 'ShapeFile Segment 3148' to 20
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09-10-2018
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This thread might be somewhat dead, but I wanted to put down some rules that would be helpful at least for my use cases. General TOD Zoning Rules that are simpler than Building Construction and can be used in more complex rules. Generally I think we need CGA examples that are much simpler building blocks to learn from, but can progressively be more complex with shared design patterns. More organic looking park rules. Generally the rules for parks I have seen are very formal spaces. I keep on hoping for something more informal/more bends in paths etc. I know this is hard to do though. More than Rules, I think assets are often a barrier to use for CE. The default assets in many rules tend to be low res/low poly. Some shared assets for all rules would be useful (textures of different types,normal maps, 3D models).
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09-10-2018
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Hi Abele, Thank you! I am glad you find it useful. 😃 I have considered this, even though there are medieval city rules from 2015. Partially because one of the complaints I have heard internationally is that the rule can't represent many types cobble stone streets and similar facilities. I have at least wanted to get some basic representation of a woonerf or shared street in the rule. Is there something in particular you would like to see in the rule? David
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07-30-2018
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Hi Zorko, Thanks for catching that. I did change my end username on github, but the old links should all work now and in the future. If you find any other pages I have with this issue let me know. Just as an FYI, I am adding handles to the complete street rule for adjusting Trees. I would love your feedback when you find time. Eric Wittner Thomas Fuchs It is worth mentioning that all of repos will adjust accordingly include the CS Rule. If you click on an old link, it should work no problem, and it will redirect you to the current page. I don't expect this to pose a problem for ESRI, but I am giving you notice. David
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07-22-2018
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Hi Minerva, In case you are interested, the updated Complete Streets Rule has more information about it here: Complete Street Rule Update The answer I think is yes, you can create streets in CityEngine and export them as a scene layer package directly from CityEngine. You should either also create your buildings in CityEngine, or at least import their footprints/parcels so that you can have a good placement of streets relative to other assets/buildings. Others might have better advice. David
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06-21-2018
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Hi Minerva, It is worth mentioning that the street rules available (mine included) do not work in ArcGIS Pro, even if you export them as RPKs. I am not sure what Esri's plans to do with procedural streets in Pro, but I have been told a few times it might be a few years out. David
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06-18-2018
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Arguably this helped with one of my concerns, but I am confused why this has to be an issue. We should not have to hunt down a geonet thread to determine why clients can't access a public application just like any other app on AGOL. Is there any plan to address this in future releases?
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05-11-2018
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For those curious I am not sure this applies to 3D SPKs. Does anyone have any idea how to change field names for 3D scenes? Is it really something that has be resolved at the Database level (IE Name the Feature Layer correct/Alter field Aliases). Style points—ArcGIS Online Help | ArcGIS
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04-17-2018
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Hi Alan, I meant that currently the 360 script will take a 360 photo from the perspective of an analysis layer (where the view dome object is). I was curious if it would be helpful if it did so from a bookmark instead? The drawback here is you can't view the images before export. Largely just asking for multiple scenarios.
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04-11-2018
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Hi Alan, Do you think it would help if I had it export these types of images based on where bookmarks are located rather than where the analysis layers are? David
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04-11-2018
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Hi Thomas, Understood. This is the set up I did. If you have any required edits you can let me know. geodesign-toolkit-gis-cityengine-integration-tools/snapshotSelectedViewsheds.py at master · Holisticnature/geodesign-too… I made minor edits to the script (I think for domes I need a small edit or two). I might work with it a little more to iterate through layers/ scenarios (not sure the API exposes scenarios yet). Thanks for sharing this. I have a sample image I did in a street scene. This is awesome, and I wish it was a one button click feature.
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04-07-2018
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Hi Thomas, Is there any concern with me adapting this as a distributed script? geodesign-toolkit-gis-cityengine-integration-tools/Scripts at master · Holisticnature/geodesign-toolkit-gis-cityengine-i… I was thinking about put a folder call "Esri Scripts". One concern that I had is a lot of the geonet snippits have no license attached. Should I assume it is Apache 2.0 like most esri projects?
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04-05-2018
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I have been looking for this as well! Thanks Thomas!
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04-05-2018
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