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Mocking Jay Flight - Cityengine (First u

Mocking Jay Flight

Framestore, 2017-2018

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Cityengine, CGA Lib

This was the first time using Cityengine in a project, by using it to create a street network, then using the CGA (Computer Generated Architecture) Library to insert assets where fit. The CGA functions made it especially easy to automagically choose which buildings would fit in which block best - it's a great piece of software created by ESRI, which I later used on the Witcher city, albeit with more detail, having previously used it.
 

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Method

Cityengine, building placement
Mocking Jay Flight - Cityengine (First u


Using map data, the values could be transferred to a rule file which decides which buildings should be placed where, selecting from respective directories. In this project, I added UI functions with the rule config file in an attempt to make it more artist-friendly, so artists could vary the chance of tall/short buildings in certain 'blocks', generated within the street network. As the buildings weren't built within Cityengine itself, the CGA rule functions used lots of 'ifs', [butts and coconuts] to decide what was best. This wasn't exactly how it was meant to be used - you can notice repetition, partially as the building library wasn't that large - but the end result looked pretty good, even more so after the team worked their lookdev magic. ;) 

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Special Thanks

I was lucky to be able to work with Andy Nicholas, a developer who was helping to integrate Cityengine into the Company's pipeline with python. Additionally, Simon Haegler, ESRI's Cityengine developer, came to visit to find out about how we were using the software and ask about what the company could do to make it easier for us. This project was another exciting (and steep!) learning curve for me!

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