Working with Static Models
Static models still may be modified by a few operations after importing. The attribute 'static' means, that vertices may not be modified individually, textures may not be changed and cga rules may not be applied.
A static model can be positioned and scaled as you wish within the scene by the means of the Move Tool (W), the Scale Tool (E) and the Rotate Tool (R).
In the Inspector
Here some object attributes may be changed as described below:
|Asset_File||The static model may be replaced by any model file of the supported types OBJ, FBX, DAE and KML.|
|Material_Colorize||The model may be colorized for e.g. making it more visible among other models. Type in the color code in Hex format (#RRGGBB) or pick a color via the dropdown button. A color #ffffff will disable coloring.|
|Material_Transparency||Control the transparency of the model. Note that some applications use a different transparency model than CityEngine.
|Mesh||Control manipulation of the mesh to optimize its topology and geometry.
|Normals||Control the shading of the model. Note that for faces with holes, some applications use a different normal model than CityEngine. In those cases it might be necessary to recalculate the normals. For soft and auto normals it may be neccessary to activate cleanup in order to merge vertices and remove double faces.
|Pos_Bottom_Align||Forces the model's origin (pivot) to align to its bottom.|
|Pos_Center||Moves the model's origin (pivot) to its center. If Pos_Bottom_Align is set, the vertical center is overridden.|
|Pos_zUp||Some models are created in a z-up coordinate system instead of CityEngine's y-up system. Use this switch in order to correct this.|
Also refer to
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