vasu.policherlla Posted October 24, 2014 Share Posted October 24, 2014 Hello, As i am trying to populate building through "city import plugin", how can i define the building orientation in engine as i populated in max or maya. and should i take the "single poly" mesh seperately for each and every building, or combined mesh. Regards Link to comment
silent Posted October 24, 2014 Share Posted October 24, 2014 Hi, It is not required to use separate meshes for different buildings. Placeholders (special triangles) should be located iside single mesh as different surfaces. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
vasu.policherlla Posted October 27, 2014 Author Share Posted October 27, 2014 Hi, thanks for the reply, i exported single mesh as it having different surfaces, building positions came correctly where as rotation is not fine as i populated in maya. Regards Link to comment
vasu.policherlla Posted October 28, 2014 Author Share Posted October 28, 2014 Hi, Orientation of the buildings are not coming fine, how to resolve this. ? Regards Link to comment
unclebob Posted October 28, 2014 Share Posted October 28, 2014 Hey Vasu, The plugin will take normals & tangents from that small placeholder triangles and orient nodes according that normals & tangents. So make sure they're pointing in the right direction. Link to comment
vasu.policherlla Posted November 11, 2014 Author Share Posted November 11, 2014 hi, I checked, whether they are in right direction or not. I found that they are fine. anyhow i recreated, reexported them. "still the problem is occurring". please check the below images and let me know if you find any mistakes that i made. Regards Link to comment
silent Posted November 11, 2014 Share Posted November 11, 2014 Hi, It is possible to check this scene? We will surely find the reason of such behavior much faster if we would have minimal test scene for reproduction. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
vasu.policherlla Posted November 12, 2014 Author Share Posted November 12, 2014 Hello, please check the sample file... both maya file and unigine files. Regards testfile.zip Link to comment
silent Posted November 12, 2014 Share Posted November 12, 2014 Hi, It seems that UV-map is not correct for the placeholder triangles. In attachments you can find placeholder mesh that we used in California project.Thanks! marker.zip How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
vasu.policherlla Posted November 26, 2014 Author Share Posted November 26, 2014 hello, thanks for the support and corrections that you made for my work. it is working fine now with the triangle which is properly UV unwrapped. Note: I read the manual, i did't find anywhere that how much size that the special triangle should be. as i observed in my work, populated prop will be placing on any of three vertices of the special triangle. so, i made it very small as anyone can not observe the offset of the prop from it's position. later, the special triangle that you sent confirmed that how much size it should be. Thank you Link to comment
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