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Will you attend APA 2015 in beautiful Seattle? If YES, feel free to schedule a meeting with the Esri Geodesign team now:http://bit.ly/2015_APA_Meeting PS: Join our Geodesign conference workshops and sessions on April 18th and 19th: http://bit.ly/2015_APA_Session
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03-19-2015
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Join our "Hacking Cities: Procedural Modeling of Cities for Open World Games" session on Thursday, March 5, 2015 at 4pm (Room 301 / South Hall): http://bit.ly/GDC2015_CE_Workshop #HackingCities #OpenWorldGames #ProceduralModeling #SDK PS: Feel free to schedule a #CityEngine meeting with Pascal Mueller and Dominik Tarolli now: http://bit.ly/1DmmjEn
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02-20-2015
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02-13-2015
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Hi Ziad, Give this tutorial a try: http://www.3decide.com/break-a-leg/ce-to-unity-tutorial DK2 is going to be the same as DK1 in terms of setting up the scene in Unity. You will need to download the runtime for windows and the Unity kit here https://developer.oculus.com/downloads/ . Then just import the unity package into Unity (Assets -> Import Package -> Custom Package). You can then drag the Prefab player controller into your scene. This will be your avatar already set up for the stereo view. I hope that helps a bit. I'm looking forward to many different game engines eventually providing Oculus support. I'll continue to push our guys here in Dev. to support this stereo format with our 3D Web Viewer Best, Brooks
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02-13-2015
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Hi Jake, CityEngine (as your I’m sure aware) exports to many different 3D formats that are compatible with Unity3D. This would best be served with the FBX format however both OBJ and DAE (Collada) will also import directly to Unity3D. There is a distinct difference between CityEngine and Unity 3D file format interoperability and the implementation of the SDK inside of Unity to apply CGA rules. Some key points to remember when going from CityEngine to Unity : · Real-world Terrain / Imagery needs to be tiled for highest resolution 4000dpi max resolution in Unity. · Unity recognizes files in centimeters but in CityEngine we use meters. Once the files are imported to Unity, the scale factor on the FBX can be changed before adding it to the scene. · Keep X,Y, Z center values the same on export in order to have all exported layers with the same spatial reference. This can also be set to center on your selected model in CityEngine · Create doorways in CGA Rule in order to apply collision mesh to only the outside of the building, this will allow entry to the building. · A slight 10cm offset might be needed in order to reduce the shape clash between street polygons and the terrain mesh. · If LOD (level of detail) is set up in a rule then separate LODs can be exported and then merged into an LOD group in Unity. This will allow control over the detail as it relates to player location. · In order to export all models (regardless of layers) as one FBX file from CityEngine, it will be important to set up the naming scheme inside the rule itself. This highlighted example from below will then name all corresponding generated models correctly in Unity when the “merge meshes by material” is selected on export from CityEngine. In the case below we were able to string together object attributes which could be anything. CityEngine rule snippet: Texture --> setupProjection(0, scope.xz, Scale_X, Scale_Z) texture ("assets/Image_Textures/" + layerName + ".png") projectUV (0) rotateUV (0, Rotate_Angle) .... set(material.name, layerName + "_" + "string" + moreattributes) A good FBX tutorial can be found here as well: How to Import CityEngine Scene into Unity3D Tutorial | 3Decide
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01-15-2015
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Get started today writing your own CityEngine CGA rule with the latest addition to our CityEngine Essential Skills Tutorial series: http://bit.ly/Getting_Started_CGA
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01-08-2015
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Once you represent a vibrant complete street, it's pretty easy to go back and represent a highway. CityEngine can represent highways with shoulders, Jersey Barriers, and HOV lanes either at grade or as a raised bridge. Try it out: http://bit.ly/Complete_Streets
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12-12-2014
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The street rule boasts thematics to illustrate important concepts such as street space allocations to different modes, pervious surfaces for water infiltration, and thematics relating to the stress levels of different modes. Try it out: http://bit.ly/Complete_Streets
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12-11-2014
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Create different types of bicycle infrastructure including bike lanes of different colors, bicycle buffers of different types, and bike boxes at intersections. Try it out: http://bit.ly/Complete_Streets
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12-11-2014
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We are excited to announce a brand new Complete Streets Example. Be the first to download and try it out today: http://bit.ly/Complete_Streets
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12-10-2014
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LumenRT 2015 is now being shipped. Take a look at how easy it is to render scenes with live action http://youtu.be/2oxvjfcUy5s Planning and Design 3D Mapping
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10-31-2014
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Learn How Successful Cities Are Using 3D GIS Join the City of Rochester, Bergmann Associates, and Esri to see how your 2D data can easily be turned into 3D for a better understanding of your world. November 12, 8:00AM or 10:00AM (PST) bit.ly/1DrsweJ
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10-30-2014
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A trillion reasons to invest in Gothenburg? A 3D printed city model helps to drive investment in the city of Gothenburg going forward. The 2 x 2 meter model was created in CityEngine which helps to dynamically model the future 30 year representation of the city. Planning and Design 3D Cities / Campuses http://www.businessregiongoteborg.com/newsarchives/newsarticles2014/atrillionreasonstoinvestingothenburg.5.7fcd67b21456241d5b02dc92.html
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10-28-2014
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Geodesign presented by the IAU during this year's SIG 2014 http://ow.ly/CWIec
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10-24-2014
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Title | Kudos | Posted |
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2 | 01-15-2015 01:15 PM | |
1 | 03-19-2015 08:45 AM | |
1 | 02-13-2015 09:03 AM | |
3 | 01-08-2015 01:14 PM | |
2 | 10-31-2014 03:47 PM |
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