Object Edit and Transform Tools
Besides the Selection Tool, a number of object edit and transform tools allow for manipulation of objects directly in the 3D viewport.
The Move Tool W moves selected objects and components along the axes (X, Y, Z). Note that these axes are defined by the currently defined coordinate reference systems, see below. Click-Drag-LMB the handles for individual axes. Use the yellow "free handle" to move the selection on the X-Z or object plane. If the selection contains a single street network node or shape vertex, the tool will snap to edges and vertices of other objects. Holding down SHIFT while dragging inhibits snapping.
The Scale Tool E scales selected objects and components along the axes (X, Y, Z). Use the "free handle" in order to uniformly scale along all axes.
The Rotate Tool R rotates selected objects and components around the axes (X, Y, Z).
Street Edit Tools
- Using the Freehand Street Creation Tool SHIFT+G you can paint new streets or extend existing networks.
- Using the Polygonal Street Creation Tool G you can draw new streets or extend existing networks.
- With the Edit Street Tool C you can edit street curve tangents, change street widths and move nodes.
- With the Cleanup Graph Tool you can clean Graph Networks.
- With the Align Graph To Terrain Tool you align your Street Network to a Terrain (Basemap).
Shape Edit Tools
- With the Polygonal Shape Creation Tool S you may create new polygons and extrude them to create 3D objects.
- With the Rectangular Shape Creation Tool SHIFT+S you may create new rectangles and extrude them to create 3D objects.
- The Texture Shapes Tool allows for texturing of shapes and individual faces.
- The Cleanup Shapes Tool cleans the geometry of selected shapes.
- With the Align Terrain To Shapes Tool you align your Terrain to a Shape.
- With the Align Shapes To Terrain Tool you align your Shape to a Terrain.
Reference Coordinate Systems
By default, the transform tools (Move, Scale, Rotate) operate in the World Coordinate System, i.e. all operations take place along the principal axes (X, Y, Z). In many cases, it is more convenient to use a specific object's coordinate system as the reference system.
The currently active reference space (world vs. object) can be toggled by clicking in the appropriate toolbar icon or by pressing ,.
If object space is active and multiple objects are selected, the current coordinate space is determined by the currently selected Lead Object. The lead object is always the most recent individually selected object. Therefore, you can change the lead object by holding SHIFT and selecting the new lead object.
The local coordinate space of an object depends on the object or component itself and is defined as follows.
- Shapes: The local X axis is defined by the first edge. The local Y axis is defined by the face normal. The local Z axis is given by the cross-product of X x Y, i.e. it is normal to local X and Y.
- Shape edges: The local space is defined by the local space of the associated face.
- Shape vertices: The local space is defined by the local space of the associated face, or the first face in case of multi-face shapes.
- Graph edges: The local X axis is defined by the direction of the edge. Local Y and Z are calculated in a way, that Z lies in the world X-Z plane and Y is orthogonal to X and Z.
In addition, you may lock the current reference system by using the Lock icon or by pressing ..
A locked reference space defines a persistent coordinate space (for example with ongoing selection/transformation) until it is unlocked (by pressing the icon or . again).
Numeric Transform Input
While transforming one or multiple objects, the numeric transform text field in the Tools toolbar provides feedback of the current transformation (e.g. when moving an object by 10.0 along the X axis, the field will show "10.0 0.0 0.0").
This text field can also be used to carry out transforms numerically. Since previous values are stored in the drop down menu, you may select a different object and hit ENTER in the text field in order to execute the corresponding transformation. Note that vector components (X Y Z) are separated by a space character. For scale transforms you may enter only a single value in order to scale uniformly.
Make Names Unique
Names of generated objects in a CityEngine scene are not automatically unique. In some cases, unique names are required. This can be achieved using the Make Names Unique Tool in the Edit Menu:.
All selected scene objects are enumerated and renamed in ascending order. The delimiting character can be chosen.
Note that this is a one-time operation. Once you modify your scene (add scene objects), there might be new shapes with non-unique names again.
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