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It's not hard, you just i(nsert) the OBJ. Look here: i Operation
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08-22-2017
05:57 AM
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0
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0
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2115
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Make a bridge rule for one of the buildings and move it into place. Here's a simple example: Lot -->
Building
Bridge
Building -->
primitiveCube(50, 50, 50)
Bridge -->
primitiveCube(10, 10, 20)
t(0,10,35)
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08-21-2017
03:14 PM
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0
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7
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4466
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You should be able to fill the gap by extruding the faces of the arc upwards, with a flat top. So extrude(world.up.flatTop, archeight). Haven't tested it, though. You might have to fiddle with the scope.
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08-18-2017
06:15 AM
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0
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2
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1635
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Maybe a more thorough uninstall with a deinstaller software (like Revo) would help, who knows what files are left behind. When reinstalling, point CE to fresh folders (install directory + workspace). Does a single-use licence require a licence administrator? Perhaps that's the actual culprit.
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08-17-2017
04:54 PM
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0
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0
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3106
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Try changing the workspace. If that fixes it, it's most likely there's something's wrong with either of the .lib folders and/or perhaps those starting with a dot too. Move them elsewhere, CE will create new ones on startup.
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08-16-2017
09:13 AM
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0
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2
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3106
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To my knowledge this won't be possible with CGA alone. CGA only goes in one direction, and you'd have to return to a previous state. You can call a previous rule, but it'll be applied to the current state. You have to re-run the rule until the area condition is met. Remove the recursion and run the script until the object is generated. Don't forget to update the seed, or you'll always get the same "random" numbers. You can either do it manually (ugh) or automatically with Python (using reporting to export a variable to check in a loop).
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08-10-2017
05:11 PM
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1
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0
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1489
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I discovered that I can push the 16 to the bottom by adding a zero-width space, but is there a proper way to get numerical sorting to work like it should? Default looks like this:
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08-10-2017
08:28 AM
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0
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1
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679
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I don't think you can. What are you trying to do? You can more or less store a shape with Python (getVertices and getAttribute), if that helps.
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08-09-2017
03:47 PM
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0
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2
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1489
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You could store attributes in variables, like this: set(initialArea, geometry.area)
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08-08-2017
04:10 AM
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0
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4
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1489
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Create two rules, one for texturing the ground, one for inserting the object. Then just reference them both. Like Lot -->
GroundRule
ObjectRule
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07-29-2017
06:12 AM
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2
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1
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2115
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A little update: the second problem fixed itself somehow. Changing the shape is being recognized by the buildings without having to reopen the scene. I can't quite tell how it fixed itself, not even power cycling the machine changed anything before. The first problem persists, however - at least when I update the seed and generate. See attached project. I left some screenshots in the image folder as well. The initial ground shapes were made with CE (rectangle, then subdivided). Everything else is rule-driven. Options were left at default. CLau-esristaff wrote: -> This is because we do not want the default set to be influenced by any other scenario. For example, we do not want scenario 1 to influence the default shapes. If this were the case, then, when you look at scenario 2, you would see default shapes that were influenced by scenario 1, and this is not good. We want each scenario to be independent of the other scenarios, and we want the default shapes to be the same in each scenario. The default objects should not change depending on what scenario you are looking at. Understandable, but this prevents scenarios that show in what ways different setups would impact the default shapes. I guess they'd have to be instanced for every scenario in that case, though.
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07-25-2017
07:55 AM
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0
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0
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5167
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Occlusion query has always been janky at best but I think it's plain broken in 2017.0. As far as I can tell, it only triggers once per scene "session". Try moving your building, save/close the scene and open it again. See also my thread here, which unfortunately went unaddressed: https://community.esri.com/thread/198001-inconsistent-and-non-updating-occlusion-query-results-ce-20170
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07-22-2017
09:13 AM
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1
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0
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1714
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LumenRT might be worth looking into if you have the funds. Unfortunately ever since its acquisition by Bentley, its price dectupled. Also a small hint: the CE screenshot function isn't limited by your screen resolution, you can for example make 4k screenshots on a 1080p monitor.
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07-17-2017
06:11 AM
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0
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0
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3334
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I'm having trouble generating consistent query results. They're mostly correct where there's clear overlapping, but at the edges of the target object I get random results that are nowhere near it. Also, sometimes a querying object that's very far away from the target triggers as well. I've tried classic touches(), touches with label as well as overlaps(), with and without label - these all lead to the same result (screenshots 00-03). Furthermore, I can only do one initial query. When I change the size of the target of the query and regenerate the checking objects, they still behave like I didn't change the target at all (04). However, when I save the scene and reopen it, the query is performed against the changed target - but any changes to it are again ignored. The random results described above repeat as well (05-06). Lastly, what's the reasoning behind this decision (from the changelog): shapes of a scenario are not considered by queries of default shapes?
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07-11-2017
05:58 AM
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0
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4
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5487
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I have a scene with a Multipatch building layer and a 3D point layer with noise emission data. Unfortunately, points that should be behind buildings are rendered in front of them. How do I prevent this? The MP is at the top in the drawing order pane. Setting the MP's Depth Priority to 1 and the point's to 0 changes nothing. I couldn't find any other visibility related option. The data itself seems correct, as it renders as expected in ArcScene - it just doesn't look as pretty.
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06-07-2017
08:28 AM
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0
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0
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698
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