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Epic's Unreal Engine is one of the most popular and successful Game Engines out there. Epic recently released the Unreal Development Kit (UDK), an easy-to-use integrated graphic environment for authoring games or interactive architectural content, capable of creating standalone applications/games. A good reason to test the workflow between CityEngine and UDK.
Features: - Instanced asset export from CityEngine to UDK via Unreal's t3d format using the Python-based exporter.
- Modified CityEngine scenes can quickly be imported into UDK which allows to iteratively design and test different versions of the city layout.
- Beside instanced geometry, additional Unreal-specific metadata such as collision or lighting attributes can be defined arbitrarily and are generated and exported per asset instance in the same step.
The video below shows a city generated with CityEngine in the Unreal Game Engine.
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Lubitel has prepared a playable demo of this sci-fi scene. Download it at his blog.
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A possible production pipeline from CityEngine to UDK could consist of the following steps (as shown in the video): - Prepare your own set of textured building assets and street elements
- In CityEngine, generate a city scene using these assets
- Define report variables to your CGA file that store necessary information such as asset ID, position, scale and rotation
- Define additional render-specific attributes such as shadow, collision or light parameters
- Prepare an exporter Python script that generates a t3d file reading the reported values.
- Export from CityEngine with the python export script enabled
- In the Content Browser of the Unreal Editor, prepare static meshes from the building assets (ActorX export (.ase files) from Max/Maya or Collada from CityEngine).
- In Unreal Editor, import the generated t3d file into your scene.
The video below demonstrates the workflow:
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