Vi r t u a l r e a l i t y d e s i g n s t u d i oVer.17

Ver.17
Operation guidance

FORUM8 Co., Ltd.

Contents
Basic- common ....................................................... 2
Flow Chart ............................................................. 3
Main Menu............................................................. 4
Ribbon Menu ......................................................... 6
Pop-up Menu ....................................................... 28
Default Settings ................................................... 29
Program folder structure ..................................... 37
Operation method ............................................... 39
Navigation Options .............................................. 41
2D View ............................................................... 45
RoadDataViewer Plug-in ..................................... 47
Model display switching – Before After design ... 49
Context ................................................................ 52
Basic –Road and terrain ....................................... 53
Load 3D Elevation Data ...................................... 54
Load 2D Image Data ........................................... 62
Road definition – Holozontal curve ..................... 69
Road definition - Vertical curve ........................... 75
Road Section ....................................................... 80
Road Surface / Attribute ...................................... 87
Road bump .......................................................... 90
On/Off ramp......................................................... 91
Intersection .......................................................... 94
Road Sign, Markings ......................................... 107
Basic - Landscape .............................................. 109
River .................................................................. 110
Backdrop ........................................................... 111
Lake ................................................................... 112
Flightpath........................................................... 114
Visual Option ..................................................... 116
3D Model (Registration, Editing, Arrangement) 117
Parametric model .............................................. 139
FBX Scene ........................................................ 141
Texture Tree ...................................................... 144
3D Tree ............................................................. 147
Flag ................................................................... 150
Fire and smoke.................................................. 151
3D Text .............................................................. 155
Video Wall ......................................................... 156
Switching between Viewpoint Positions ............ 157
Lighting .............................................................. 160
Basic - Railway .................................................... 164
Definition of Horizontal line for Railway ............ 165
Simulation ............................................................ 173
Waypoint (The motion-control point) ................. 174
Vehicle Settings ................................................ 177
Traffic Flow Settings .......................................... 184
Traffic Light Control ........................................... 196
Traffic Connector ............................................... 199
Road Obstructions ............................................ 201
Movable Model Settings .................................... 202
Driving Simulation ............................................. 203
Pedestrian Simulation ....................................... 207
Flight Simulation ................................................ 209
Bicycle Simulation ............................................. 210
Simulation using Visual Options........................ 211
Scenario ............................................................ 213
Micro Simulation Player .................................... 225

Replay Plug-in ................................................... 229
ECO Drive Plug-in ............................................. 232
Log Export Plug-in ............................................ 236
VISSIM Link Plug-in .......................................... 241
Simulator ............................................................. 246
Cluster Option Plug-in ....................................... 247
Virtual Display Plug-in ....................................... 256
SimLink Linkage Plugin ..................................... 261
Gaze Tracking Plug-in ...................................... 267
Object Detection Plug-in ................................... 272
Vehicle ................................................................. 277
Camera Sensor Base Plug-in ........................... 278
DS Course Converter plug-in ............................ 282
Speed meter display plug-in ............................. 285
Simulink Connection Plug-in ............................. 287
BIM/CIM................................................................ 289
Import / Export LandXML .................................. 290
IFC Plug-in ........................................................ 295
Soil calculation .................................................. 298
4Dsimulation ..................................................... 301
Data exchange with AutoCAD Civil 3D ............. 310
Crowd................................................................... 315
Character settings ............................................. 316
Pedestrian settings ........................................... 319
EXODUS Plug-in ............................................... 322
Presentation ........................................................ 326
Script (auto presentation).................................. 327
Movie Options ................................................... 329
Import / Export .................................................... 332
Shapefile Plug-in ............................................... 333
Global Models ................................................... 338
GIS View ........................................................... 340
Parking Model Plug-in ....................................... 351
Export Scene Plug-in ........................................ 354
DWG Tool ......................................................... 355
CityGMLPlug-in ............................................... 357
OSM (OpenStreetMap) Plug-in ......................... 360
OpenFlight Converter plug-in ............................ 363
OpenDRIVE Plug-in .......................................... 364
FORUM8 Products (3D Model Creation) .......... 365
3D model creating software .............................. 370
Texture Creating And Editing ............................ 376
Practical ............................................................... 379
Point cloud modeling plugin .............................. 380
VR-Cloud® Plug-in............................................ 389
Xpswmm Plug-in ............................................... 393
Tsunami Plug-in ................................................ 398
Noise Simulation ............................................... 405
Fluid Analysis Plug-in........................................ 409
Munsell Color Space Export Plug-in ................. 412
SfM (Structure from Motion) Plug-in ................. 413
Assessment Plug-in .......................................... 416
UAV Plug-in ...................................................... 422
Quest Rift Plug-in .............................................. 437
HTC Vive Plug-in .............................................. 440
Custom Shader Sample Plug-in ....................... 447
Rendering of 360-degree image ....................... 451-1-

Basic- common-2-Flow Chart-3-

Main Menu
Default Screen

Main Screen
The Main screen will open after loading the data.

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The main screen consists of the followings:●Ribbon Menu
On the top of the screen, there are ribbon menus, which help to find commands instantaneously.
Refer to “Ribbon Menus” for details.

●Terrain and Coordinate System
This shows the terrain and coordinate system in use.

●Event console / Save / Help
On the top right, there are buttons of Event console, Save and Help.
●Status Bar
Status bar shows the conditions during editing or simulation.
1)NormalFrame Rate (fps), current viewpoint in local coordinate, viewpoint in latitude and longitude - (the global geographic
coordinate system)2) During driving simulation
Position on the road, "road being driven “+lane-speed-height of point of view3) During flight simulation
Position on the flight path, the flight path, speed-5-

Ribbon Menu

・Ribbon Group
Items are grouped by the features in each ribbon, which is called a
ribbon group.
Ex. In the "Home" ribbon, a group surrounded by red is called a"Simulation" group.

Pull down menus
Click ▼ to show pull down menus.

Common icons
Open a setting form.
Execute.
Stop a running function.
Edit parameters.
Add information.
Open an overall function edit from.

Reduced display
The size of ribbon group can be adjusted.

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・File Ribbon
Click a file ribbon to open the following pull down menus.
Overview
Command
New Project

Description［Default Terrain］
This option loads a new project using pre-defined terrain. Application default settings will
be applied automatically. It is possible to change location settings via an option window.
［Japan］
Create a new project using the actual Japanese terrain data.
［New Zealand］
Create a new project using the actual New Zealand terrain data.
［Other Country］
Create a new project using an actual terrain relevant to a specific location in the
supported countries.
［User Defined］
Create a new project for locations other than Japan and New Zealand.
［Load From File］
Create terrain data supported by GDAL RASTER FORMAT.
［Download］
Download the UC-win/Road data from RoadDB. It is downloaded and unzipped in thespecified folder <user data path>¥Save or any folder.
［Import GSI tiles］
Import GIS tiles.

Open

ReopenOpen an existing file. It is possible to open a file of the following types.
*.rd： Non-compressed UC-win/Road data file*.rdc：Compressed UC-win/Road data file*.rdf：UC-win/Road data file output for Free Viewer version
Open an existing UC-win/Road project from a list of the four most recently used.

Merge

Combine two or more existing UC-win/Road projects into one project.
*It is possible to use "Merge" only when the data being added has the same area and size as thedata currently being edited.

Import[Import global positioned models]Models with the same coordinate system as UC-win/Road can be loaded and placed at
once.
[Load RailRoad CSV Curve]
Load Railroad CSV curves.
[Import LandXML]
Import LandXML data.
[Import Shapefile]
Import Shapefile data.
[Import Universal UI Data]
Load data of Universal UI plug-in.
[Import CityGML files]-7-

Import CityGML files created by 3D city model project PLATEAU.
[Civil 3D data exchange]1
Exchange data during using Civil3D at the same time.

[Import DWG]2
Import DWG file data. DWG files of 2D/3D can be imported.
*This menu is displayed if "UC-win/Road DWG tool option" (non-free plug-in) is available.
*In case of 3D, DWG file, which became blocked by 3DFACE and exported by wblock, can beimported. 3D files are imported as standard models.
*In case of 2D, data must be written by a single stroke line because data is imported as crosssection. Polyline is not supported.

[Import EXODUS Data]3
Import simulation results of building EXODUS by EXODUS plug-in. Refer to "EXODUS
plug-in".
[Import GIS View Data］4Open GIS Viewer.
[Import IFC file]5
Import IFC data. UC-win/Road imports the terrain defined by IfcSite within IFC.
[Import InRoads]6
Import InRoads data.
[OHPASS Convert]7
Convert OHPASS data into LandXML data, and then load it in UC-win/Road.
[Import OpenDRIVE]8
Import OpenDRIVE data.
[Load OpenStreetMap Data]9
Load OpenStreetMap data.
[Load Parking Lot]
Load data output by the parking drawing system of UC-1 product into UC-win/Road.
[Load Tsunami]10
Load tsunami data.

1

Available only if Civil Plugin is enabled.
Available only if DWG tool Plugin is enabled.
3 Available only if EXODUS Plugin is enabled.
4 Available only if GIS Plugin is enabled.
5 Available only if IFC Plugin is enabled.
6 Available only if inRoads Plugin is enabled.
7 Available only if OHPASS Plugin is enabled.
8 Available only if OpenDRIVE Plugin is enabled.
9 Available only if OSM Plugin is enabled.
10 Available only if Tsunami Plugin is enabled.
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[Import 12d model data]11
Import 12d Model data.
[Import xpswmm data]12
Import xpswmm data.
[Import FLT Model]13
Import FLT format data.
Export[Export for Free viewer version]14
Save a copy of the UC-win/Road project for Free Viewer Version. The file is saved as *.rdf
file. Free Viewer can open only the data file output by this format.
[Export LandXML]
Export current data as LandXML (extension: xml).
[Report]15
Output information of the current project in HTML format.
[Export Universal UI Data]
Output contents data used in Universal UI plug-in. XML file is created where to be output.
[Civil3D data exchange]16
Exchange the data with Civil3D.
[Export DS Courses]17
Export data of roads.
[Export FBX]
Export scene information as FBX file.
[Export 3DS]18
Export objects as 3D models.
[Export DWG]19
Export the current project in DWG file.
[Export FLT file]20
Export FLT(OpenFlight) file.
[Export IFC file]21
Export IFC file.
[Export InRoads]22
Export current data as a LandXML file of InRoads (extension: xml).
[Save to Munsell Color File]23
Save a landscape as Munsell Color file (extension: *.mcs).

11

Available only if 12d Model Plugin is enabled.
Available only if xpswmm Plugin is enabled.
13 Available only if Export Scene Plugin and OpenFlight Plugin are enabled.
14 Available only if Export For Free Viewer Plugin is enabled.
15 Available only if Road data viewer Plugin is enabled.
16 Available only if Civil3D Plugin is enabled.
17 Available only if DS Course Conversion Plugin is enabled.
18 Available only if 3D Model output Plugin is enabled.
19 Available only if DWG tool Plugin is enabled.
20 Available only if 3Dmodel output Plugin and OpenFlight Plugin are enabled.
21 Available only if IFC Plugin is enabled.
22 Available only if InRoads is enabled.
23 Available only if Munsell Color Space output Plugin is enabled.
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[Export 12d model data]24
Export in 12d Ascii file format.
Save25

Save a current UC-win/Road project under the same name.

Save As…

Save a copy of the UC-win/Road project under a new name.

Memory Watch

Watch the memory usage for UC-win/Road.

Project Options

Change the settings such as a logo addition, default basic traffic flow based on the local
setting, and the size of intersections.

License Manager

Add or delete plug-ins and set up types of protect keys.

Save Current Image

Save To File]
Output an image of the current scene.
[Copy To Clipboard]
Copy a current scene to clipboard.

Print...
Application Options

Print a scene displayed in the main window.
[Default Settings]
Configure basic UC-win/Road system[Audio Settings]
Configure audio settings.
[Colour Options]
Configure display colors for parts without textures...
[Game Controller Options]26
Configure game controller for UC-win/Road.
[Location Settings]
Configure location setting files.
[Proxy Server Settings]
Configure HTTP Proxy Server to download models or textures.
[Civil 3D options]27
Configure Civil3D settings.

Information[Inquiry]28
Sends an e-mail to FORUM8's product development department.
[FORUM8 Home Page］
Open FORUM8 home page (http://www.forum8.co.jp/).
[About...]Displays UC-win/Road version information of logo, plug-ins, DLL version, OpenGL version
and Credits.

24

Available only if 12d Model Plugin is enabled.
Saved as *rd.
26 Available only if a game controller is connected before activationg UC-win/Road.
27 Available only if Civil3D Plugin is enabled and Autodest Civil 3D 2006 or newer version of Autodest Civil 3D is
installed.
28 Available only if Inquiry Support tool is enabled.
25

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・Home Ribbon

Overview
Command

ButtonExplanation

Navigation
Change camera mode and navigation mode. It is possible to set up camera mode such as driving and flying.
Camera mode
Look
Pivot around current camera position
Zoom
Move back or forward.
Move
Move up, down, left or right
Fly
Change to "Fly".
Spin (model)
Pivot around a model.
Satellite
Change to "Satellite".
Free

Change a navigation mode to “Free”.

Navigation mode

Change a navigation mode. Click▼mark and select a navigation mode.
Drive
Start driving a car.
TravelStart simulation driving on road.
Rail
Start running on rail.
Fly
Change to "Fly" mode.
Walk
Change to "pedestrian" mode.
Follow
Change to "Follow" mode. Select a vehicle to ride in the passenger's
seat. It is possible to follow a car from the view of outside the vehicle byusing a mouse wheel or from any angles by drag.
BicycleStart driving a bicycle.
Wheelchair29
Start driving a wheelchair.

Pause/Resume

Pause/Resume a simulation.

Change Vehicle

Change driving vehicle.

29

Available only if Wheelchair Plugin Option.
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Navigation Options

Open Navigation option to set up moving speed or various effects.

Simulation
Use to simulate traffic flow and environments.
Start Traffic
Start/Finish displaying traffic movement on 3D screen.
Pause Traffic

Pause traffic movement in the window. Click this again to resume.

Stop Traffics

Reset traffic movement.

Run Traffic

Create traffic movement at high speed.

Traffic Step

Display traffic step.

Traffic Status

Save and load traffic movement.
Save traffic status

A traffic simulation on the whole project at the time is exported to a file.
Restore traffic status

The traffic simulation preserved beforehand is loaded.
Register traffic status

Register traffic status file saved by [Save Traffic Status].

Environment

Environment
Set up environment.
Visual Options

Weather setting

Time setting

Display movements of environment, character on movable models, andweather, and water huddle, movement of background and flight path.

Configure visual settings of main window.

Select a weather from Fine, Rain or Snow.

Change the time. Check the checkbox to make the sun potision change
depending on the time.

Visibility
Select a model group to display on current environment. Click on a pencil markand open Visible Models display.
Context
Select a context to apply to the current scene. Click on a pencil mark to create oredit contents on Context editor.

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Sign settings
Switch signs which are created and arranged by parametric model.

Script / Animation
Use to edit and execute scripts.
Script / Animation

Start a script animation. Select an animation and click Play.

Click on a pencil button to open Script editor to create and edit scripts.

Scenario
Use this function to edit and start scenario.
Scenario
Start and edit a selected scenario.30

Camera Position
Use to save and change camera position.
Save Camera
Save a scene on current main display as camera position.
Position
Add Camera
Position

Create a new camera position on displayed editor.

Edit Camera
Position

Edit a current camera position.

Camera Position

Open a list window of saved scenes. Set up the keyboard shortcut keys or each viewsetting.

Edit
Use to Edit a plan view, sections or models.
Open Plan View
Create and edit roads and rails.
Edit Section

Open a registration window to create and edit road sections.

Open Library

Models can be edited and located.

Cluster
Use to switch to Mastar mode or Client mode.
Stand-alone
Stop the cluster mode and back to standard single display.
Master

Switch to Master mode.

Client display

Switch to Cluster client (display mode).

30

Editing scenario is available only when Scenario Plugin is enabled.
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Client free

Switch to Cluster client (free operation mode).

・Edit Ribbon
Edit Ribbon has commands required for the data editing.

Overview

Command

ButtonExplanation

Scene
Use to create road, register and arrange models and setup draft mode.
Plan View
Create roads / flight paths / rivers / backgrounds / lakes / cross sections on thecurrent terrain.
Library

Manage all models in the project by using the model panel. Register, edit, andarrange models.

Draft Mode

Switch to Normal mode or Draft mode. Click to open the draft mode options
window. Using Draft mode, it is possible to reduce the time of road creation andcheck the road shape easily.

Terrain
Patch

Load terrain patch data for detail settings of the terrain.
［LEM file］31
Apply [Numerical map 5m mesh (height)] data (extension: lem) to the terrain
being edited.
［XML file］
Apply terrain patch data (extension: .xml) to the terrain.

Street Map

Paste a street map on the terrain.

Dice streetmap

Split a large sized picture like a satellite image.

Road
Settings for roads. It is possible to add obstructions, edit road surfaces, add side objects or edit sections.
Section
Edit road sections used for roads and railways.
Side Objects

Arrange signs, 3D models, and trees on the side of roads or markings on thelane

Obstructions

Edit or modify obstructions.

Bumps

Edit road bumps.

It is possible to load directly [5m mesh of numerical value map (Elevation)] data provided by Geospatial Information
Authority of Japan as 5m mesh data. To load [Base map information] from website of Geospatial Information Authorityof Japan, convert it to Shape file.
31

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Surfaces

Edit road surfaces.

OffRoadCreate and edit starting point of off road.

Pedestrian
Network

Configure network settings of crowd movement.

Flightpath
Record Flightpath

Set a flight.

Edit Flightpath

Open Flightpath List Editor to edit, delete, display and hide a flightpath.

Export Flightpath

Export the selected flight path on the main to the formatted text file.

Import Flightpath

Import a formatted flight path text file.

Delete Flightpath

Delete a selected flight path.

Headlights
Headlight Options

Edit headlights of vehicle.

Streetlights

Add streetlights or edit added streetlights.

Traffic
Functions to generate and connect traffic flows and manage vehicle groups in this group.
Traffic Generator
Set traffic flows on the road.
Connections

Edit traffic connection of road network.

Vehicle Groups

Manage vehicle groups.

Smoke Tunnel
Edit

Edit smoke tunnels for smoke simulation.

Road data32
Functions to obtain object information of current project.
Viewer
Open main window of Road data viewer. List of objects arranged on current
project are displayed by a tree format.

32This menu is shown if "Road Data Viewer Plugin" is installed and authenticated.
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CityGML
Import CityGML

Open "Import CityGML" window to import a CityGML file.

Start view attributes

Display attributes of a building model imported from CityGML file.

Zone Editing
Use to create zones or add building models and forests.
Create Zone
Switch to zone creating mode. Add an arbitrary shape of zone model.

Create Building

Switch to shape creating mode. Add an arbitrary shape of building model.

Create Forest

Switch to area creating mode. Add an arbitrary shape of forest model.

Download Object

Switch to object download mode. Download building models and forest models
from the specified data source and add them to a zone.

Speed meter display33
Use to control a speed mater of driving vehicle.
Show
Open a speed meter panel.
Settings

Open a setting form.

FLT Road alignment34
Use to generate transparent roads on imported OpenFlight models.
Input RoadAlignment
Open the setting form.

・Views Ribbon

Overview

Command

ButtonDescription

Windows
Show each direction of eviews of current view.
Left
Display leftward view relative to the current display
Rear

33
34

Display rear view relative to the current display

Available only if Speed Meter Plugin is enabled.
Available only if OpenFlight Plugin is enabled.
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RightDisplay the rightward view relative to the current display

FOV Options

Open a setting form.

Full Screen

Switch to full screen mode.

Hide menu

Hide menus.

Viewing Size

Change the display size.

2D View

Toggle the Orthographic View on / off.

Add View

Show a view of saved landscape position.

Hide Views

Hide the view.

Virtual Displays

Open System-wide Virtual Display editor.

Universal UIStart Universal UI. Go to File – Import – Import Universal UI.

Custom shader sample

Open Custom Shader Sample properties.

・Driving Sim Ribbon

Overview

Command

Button Explanation

Log export35
Use to start recording logs and export it.
Options
Configure options.
Start logs36

Start recording logs of current simulation.

Stop logs37

Stop recording.

Edit profile

Edit profile for log export file name. Setting is optional.

Available only if Log export Plugin is enabled.
It is also possible to start logging by starting an event which has a Start Logs command.
37
It is also possible to start logging by starting an event which has a Stop Logs command.
35
36

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Drive Simulator38
This group has functions used for driving simulation.
Options

Configure driving simulator options. Refer to "Drive Simulator Options" for details.

Drive

Start driving simulator.

ECO Drive39
ECO drive group has functions used for the ECO drive diagnosis.
Start

Start ECO drive.

Stop to Save

Stop ECO drive and save result.

Analysis Viewer

Display the result of ECO driving.

Options

Configure ECO Drive options.

Drive Diagnosis40
Used to diagnose and visualize the driver's skill in multiple items.
Start
A main menu of drive diagnosis is opened. This is for administrator and for training.
Obstacles settings

Open the Obstacle Helper Tool.

Communication41
Used to connect with the other UC-win/Road.
Connect
Open Client display and connect the other UC-win/Road.

Steering Wheel42
It is used to control a handle on a front passenger seat.
Control Demo
Ride a vehicle during driving. Switch to passenger seat mode by [Enter] key...

Simulink43
Use Simulink group to operate "Simulink connection plug-in".
Options
Displays Options form for the "Simulink connection plug-in".
Help

Displays the help for "Simulink connection plug-in".

Realtime Simulation Link
Operator Form

Open the operation form.

Available only if Drive Simulation plugin is enabled.
Available only if Eco Drive plugin is enabled.
40
Available only if Drive Diagnosis plugin is enabled.
41
Available only if Communication plugin is enabled.
42
Available only if Demo function is enabled.
43
Available only if Simlink connection plugin is enabled.
38
39

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Help

Open the help page.

・Record / Play Ribbon
In this Ribbon, operate AVI recording function and POV-Ray output.

Overview

Command

ButtonExplanation

Distance
Choose either "Two objects" or "Two points" from "Distance between" in the right click menu on the main screen,and click two objects or two points in 3D space. 3D or 2D distance between two objects will be exported to log file.
Click the button again to stop exporting.
Movie
Functions to generate a video like AVI output.
Options
Settings of AVI files and ray tracing files for POV-ray.
Start
Stop
Export to POV-Ray

Start AVI file creation. It is possible to record movements.
Hint: At the time of AVI recording, size of main window is adjusted automatically tothe set size.
Stop creating AVI files.
Create folders like the following and export to ray tracing files for POV-Ray
according to the "POV-Ray Options".

Export Static Models to POV- Export models on current project. This menu is used when creating flames forRay
movie or before start recording.
Replay44
Functions to operate Replay plugin.
Player
Open the replay option window to save movements of vehicles and characters in
UC-win/Road and then replay them.
Toolbar

A toolbar is displayed in the bottom of the main window.

SearchOpen the Search form that searches for the recorded file once quickly.

Options

Open the Options form.

44

Available only if Replay option plugin is enabled.
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Micro Simulation45
In this group, functions for the micro simulation are available.
Editor/Player

Open main window of the micro simulation player. It is possible to play not only thedata recorded in UC-win/Road, but also the results simulated by other applications
like VICS.

RecorderRecord movements of models in Open Micro Simulation format by displaying thetraffic flow. The recorded files can be reflected as simulation.

Toolbar

A toolbar is displayed in the bottom of main screen.

4D Simulation
Gantt Chart

Open a gantt chart for 4D simulation.

OptionConfigure the 4D simulation options.

・Simlation Link Ribbon
In this ribbon, functions of data link with external traffic simulations are available.

Overview

Command

ButtonExplanation

Intersection46
This group has functions to import and visualize the data from intersection simulation OSCADY PRO in UCwin/Road.
OSCADY PRO data link
Start to import OSCADY PRO data.
Aimsun47
It is possible to link vehicle movements and signal indications between a traffic simulator Aimsun and a driving
simulator UC-win/Road.2023/10/17
Assign roads
Open Aimsun Section List Editor window. Configure the settings.
Link with Aimsun

The panel for linkage between UC-win/Road and Aimsun is opened.

EXODUS Link48
Use this group to visualize the analysis result of evacuation analysis simulation software EXODUS.

Available only if Micro Simulation Player plugin is enabled.
Available only if OSCADY PRO Plugin is enabled.
47
imsun is a simulator developed by TSS (http://www.aimsun.com/) and it can simulate traffics by setting roads,
intersections, signal switching, and traffic volume. In "Information-using interactive simulation system between
human – vehicle - traffic".
Available only if Aimsum Link plugin is enabled.
48
Available only if EXODUS Plugin is enabled.
45
46

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Exodus Link

Open the main window of Exodus Link.

Pause

Pause the animation.

Play

Play the animation.

Previous

Back to the previous step.

Next

Skip to the next step.

VISSIM49
Use this to connect with PTV VISSIM.
Settings

Open the setting form.

Connect

Start connecting with VISSIM.

・Analysis Ribbon
Use this ribbon to perform engineering analyses and display analysis results on UC-win/Road.

Overview
Command

ButtonExplanation

Soil calculation
Using soil calculation group, it is possible to define the case of soil calculation, calculate the cutting and thebanking, and output /visualize the result.
Calculator
Open "Soil Calculator" form.

Noise propagation50
This group has functions related to noise simulation.
Options
Open the setting form for criterion, sound property and drawing options.

ReceiverOpen the sound receiver setting form or the list of receivers.

Sound source

Open the moving sound setting form or the list of moving sound.

Load simulation

Load simulation data.

Run

Start the simulation data.

49
50

Available only if VISSIM plugin is enabled.
Available only if Noise plugin is enabled.
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CloudHigh-performance computing on cloud services: Create a data file fornoise analysis supercomputing service. (*.nad: noise analysis file format)

Tsunami51
Visualize results of external tsunami analysis program.
EditorConfigure the visual options for tsunami data.

Player

Open Tsunami Player.

Debris52
Create input data for FORUM8 debris flow simulation
Simulation

Start debris simulation. Configure the options.

Fluid53
Visualize flood analysis result of xpswmm.
Load simulation

Open VTK (fluid analysis linkage) Plugin window.
Load analysis results and visualize them.

xpswmm Link54
Use this group to load CFD analysis result of fluid analysis tool "OpenFOAM" and display the flow lines on UCwin/Road.
Water level settings
Configure Water level settings.

Pipework settings

Configure Pipework drawing settings.

Pause

Pause the simulation.

Run

Run the simulation.

Stop

Stop the simulation.

Skip previous

Skip to the previous step.

Skip next

Skip to the next.

Start/End time
setting
Simulation speed
and mode

The analysis results are time series data. It is possible to change starting time and endingtime of animation. The starting time is left and the ending time is right. Unit is in seconds(s).
Simulation is output as the time interval.

Available only if Tsunami plugin is enabled.
Available only if Debris plugin is enabled. This plugin is in Japanse only.
53
Available only if VTK(fluid analysis linkage) plugin is enabled.
54
Available only if xpswmm plugin is enabled.
51
52

-22-

Loop
Check to repeat the simulation.
Environment assessment55
This plug-in enables an assessment on UC-win/Road VR.
Green Visilbility
Calculate the percentage of green visibility on the scene.
rate

Sunshine calc

Calculate the sunshine coverage.

Reflected lightcheck

Calculate the solar panel reflection light.

L-TreeCreate the 3D trees using L-System algorithm.

・Point Cloud Ribbon
This ribbon has functions for point cloud.

Overview

Command

ButtonExplanation

Point Cloud56
This group has functions using point cloud data.
Load data
Load point cloud data.
MeasureMesure the distance between clicked 2 points.

DWG Convert

Convert point cloud data to DWG file.

Options

Configure the point cloud settings.
Change the drawing size of point cloud.

Dekigata57
Use this group to control work progress.

Available only if Assessment plugin is enabled. And this plugin cannot be used together with SfM plugin.
Available only if Point Cloud Modeling plugin is enabled.
57
Available only if Dekigata plugin is enabled. This plugin is in Japanese only.
55
56

-23-

Create a Dekigata maintenance form by calculating difference by design data and point
cloud data.

SfM Plugin58
Use this group to create 3D point clouds based on photo information.
Operation

Import analyzed SfM analysis case.

Camera Calibration

Generate the camera calibration fille.

・Device Ribbon
This ribbon has functions to connect hardware with UC-win/Road.

Overview
Command

ButtonExplanation

Quest59
This group has functions to connect Quest Rift with UC-win/Road.
Run
Run or Stop Quest Rift.
Reset viewSet default coordination to current direction of Quest Rift.

Setting

Configure the settings.

HelpOpen Quest Rift help menu.

UAV
UAV group has a function to connect UAV with UC-win/Road.
Show GUI
Opens UAV plug-in window.

VR Seat60
Used to connect VR seat with UC-win/Road.
Connect
Connect a VR seat to UC-win/Road.

Setting

Configure the settings.

Available only if SfM(Structuire from Motion) plugin is enabled.
Available only if Quest Rift plugin is enabled.
60
Available only if VR seat plugin is enabled.
58
59

-24-

Play

Start playing a video and shaking a VR seat.

Gaze Tracking61
Gaze Tracking has a function to connect an eye tracking device with UC-win/Road (Ver14.0 or later).
Start Gaze Tracking

Start Gaze tracking. Once clicking it, the icon changes to Stop Gaze
Tracking.

Host IP, Port

Set up IP and Port of the host receiving gaze tracking information.

Use Mouse Point

Use mouse point to adj10/17/2023ust the eye tracking data.

OptionConfigure the settings.

Wheelchair62
Used to connect a wheelchair and UC-win/Road.
Connection

Start connection with a wheelchair.

Settings

Configure the settings.

HTC VIVE
Used to connect HTC Vive and UC-win/Road.
Run
Start connection with HTC Vive.
Show HMDShow or hide HMD display.

Reset view

The coordinate system of the HMD can be initialized.

Setting

Configure the settings.

HelpOpen the help.

FOVE
Used to connect FOVE with UC-win/Road.

61
62

Run

Run FOVE.

Reset view

Reset the view of HMD.

Setting

Configure the settings.

HelpOpen thehHelp.

Available only if Gaze Tracking plugin is enabled.
Available only if Wheelchair plugin is enabled.
-25-

Mindwave63
Used to connect Mindwave with UC-win/Road.
OptionConfigure the settings.
Start / Stop

Start / Stop driving.

Help

Open the help.

・Server Ribbon
Use Server ribbon to operate about sever functions such as VR-Cloud.

Overview
Command

ButtonExplanation

A3S
Use UC-win/Road as A3S server.
Options

Configure the settings.

Enable/Disable

Enable/Disable A3S server.

Rhino64
With Rhino plug-in, it is possible to access to UC-win/Road in real time.
New origin
Define a new origin.
Edit origin

Edit the origin linked with Rhinoceros.

Shade3D
New origin

Define a new origin.

Edit origin

Edit the origin linked with Shade3D.

・Python API65
Use this to register COM servers, run, stop, add, and edit Python scripts.

Available only if Mindwave plugin is enabled.
Available only if Rhino plugin is enabled.
65 Available only with UC-win/Road SDK license.
63
64

-26-

・Object Detection Ribbon
Use this ribbon to operate Object detection plugin.

Overview
Command

ButtonExplanation

Object Detection66
Enable Detection

Enable object detection mode.

Object Sensor

Configure the settings of object sensor.

Cockpit Object

Configure the settings of cockpit object.

Detection Options

Configure the detection options.

66

Available only if Object detection plugin is enabled.
-27-

Pop-up Menu
Right click on the screen to open the following pop-up menus.
The menu items will vary depending on the currently selected object and on the situation.

Pop-up menus on the main menu
Pop-up Menu

Operation

Adjust Terrain HeightOpens the Vertices Height form.

Select Objects On Selected
Terrain
Generate forests

Selects all objects within the selected terrain area.

Delete Selected Objects

Deletes the applicable selected objects within the selected terrain area.

Duplicate Objects

Duplicates those 3D models selected within the selected terrain area.

Deselect Terrain

Unselects the terrain. Note: Any selected objects within the terrain area remain
selected.
When 50m mesh has been selected, opens the Patch Size Editor form.

Create Terrain PatchOpen the display of forest editing

Edit Terrain Patch

When the terrain patch data has been selected, opens the Terrain Patch Editor
form.

Delete Terrain Patch

Deletes the selected terrain patch data.

Edit Intersection

Opens the Intersection Editor form. Note: Some tabs are not available as editingthese can require roads to be rebuilt or can affect moving traffic. To edit these tabs,
open the Intersection Editor from the 2D Plan View.
Opens "Intersection Replacement" screen.

Replace Intersection with
3DS
Distance Between Models

Measures the horizontal distance between two models.

Jump To
Input Coordinates

Jumps to the position clicked. "J" key on the keyboard has the same function.
Specify the position by the value of local coordinate or world coordinate system.

Save Camera Position

Saves the currently displayed scene as a camera position.

Edit Camera Positions

Opens the Camera Positions form.

Move Camera To

Moves the camera position to another saved position.

Hide Camera Views

Hides or re-displays any added camera views.

Full Screen

Start/Stop AVI Recording

Maximizes the view and shows as much display area as possible while hiding thetitle, menu, tool and status bars.
Retains the original viewing size while hiding the borders, title, menu, tool andstatus bars.
Start and Stop AVI file recording.

Show Simulation Tool

Hide / show the Micro Simulation Tool.

Show / Hide menu

Show sound receiving plane Hide / show the sound receiving plane of noise simulation. Micro Simulation Tool.
Show replay tool

Hide / show the replay tool.

Renderer setting

Select the rendering method of the main screen.

-28-

Default Settings■ Project Options
Go to File – Project Options. Here configure the settings of projects: Information, Simulation, Modeling, Coordinate
System and Terrain.

●Information
Edit the information of the project. It is possible to add a title, a description, a thumnail image and a copyright.
Left: Copyright, Right: Logo file●Simulation
Here, set the project's simulation settings: Locations settings, Traffic flow algorithm version, On-road diving
settings. For the details of the settings, please refer to the help.

●Modeling
Here, set the project’s road modeling: Intersection default leg length, Road section end depth range minimum
value, Roads microstep size, Roads turning point overlap error threshold, Maxmum number of cut and fill section
points and Maxmum road polygon group size. For the details of the settings, please refer to the help.

-29-

●Coordinate System
Here set the project’s coordinate system: Offset settings and Reference coordinate system.

Offset values in North-South and East-West are used to convert between global coordinate and local coordinate.
(Global coordinate) = (Local coordinate) + (Offset)
As a coordinate system, there are 5 options.
1. Undefined

It is not possible to convert to the longitude and latitude.X is for the east direction and Y is for the north direction on
the global coordinate.

2. New Zealand Transverse Mercator

It is possible to convert to the longitude and latitude.X is for the east direction and Y is for the north direction on the-30-

global coordinate.

3. Japan Plane RectangularSet a geographic coordiante sytem and the system number.
Selecting 'Undefined' as Geographic coordiante sytem, or check Undefined as System number, the coordinate
system may be incomplete or the latitude/ longitude conversion is impossible.
The X is North; Y coordiante is East.

4. UTM Grid coordinate system

Set a zone number and the Northern/Southern hemisphere.
Selecting Undefined as number or hemisphere, the coordinate may be incomplete.
X is East; Y is North.

5. Linear Transform
Define the origin and the movement par 1 degree of latitude/longitude in east and north direction. Without defining
geodetic reference system, entering 0 as movements or entering same movement direction of longitude/latitude,
the coordinate may be incomplete.
The direction of X and Y in global coordinate system changes depending on the settings.

-31-

●Terrain
Here all terrain information are listed.

-32-

■ Application Options
Go to File – Application Options. Set up the General settigns on UC-win/Road : Default settings, Audio settings,
Colour Options, Game Controller Options, Location Settings, Proxy Server Settings and Civil 3D Options.

Default settings
This window contains the settings for UC-win/Road's operational environment.
Go to File Ribbon - [Application Options] - [Default settings]. For the details of the settings, please refer to the help.
●User interface
Set up the settings related to the user interface.

●Folders and files
Specify the data directory for this application.

●Editing
Set up the location, the default leg length and other editing settings.

-33-

●Simulation Options

Set up the settings for simulation.

Audio settings
Configure the audio settings of this application. For the details of the settings, please refer to the help.

-34-

Colour Options
Specify the colours used in UC-win/Road.

Game Controller Options
On the Game Controller Options form, set the game controller to be used with this application.
To use the controller, select "Driver/Waker uses game controller" or "Pilot uses game controller "; to not use thegame controller, select "Do not use the game controller".
On the right side, there are 4 tubs: Diver/Waker settings, Control Buttons, Vehicle Transmission and Pilot Settings.
Click Advanced… to set up the reaction speed of steering wheel, accelerator, and brake operation when driving avehicle, and adjusting force feedback. For the details of the settings, please refer to the help.

-35-

Location Settings
This editor lists all available location files. And it is possible to add a new location file and edit it.

Select a country and click Edit to configure the driving lane, the general traffic rules and the traffic lights.

Proxy Server Settings
Configure settings for downloading models and textures over the Internet via a proxy server.

-36-

Program folder structure
Program folder
UC-win/Road Installed Folder¥Data: Data that does not need to be changed is stored here.

DefaultPlugins: Default plug-in modules are stored here.

GISView: GISViewer

Help(CHS): Help document data (Chinese)Help(CHT): Help document data (Taiwanese)Help(ENZ): Help document data (English)

Help(JPN): Help document data (Japanese)Help(KOR): Help document data (Korean)

IFCSvr: Setup file of IFC server used for IFC plug-in is stored.

MDS Steering Wheel
Plugins: Driver setup file of old MDS Steering Wheel is stored.
: Plug-ins are stored here.

SetupDrivers: Setup files of each driver used for DS are stored here.

Shaders: Shaders used in UC-win/Road are stored.

SupportTool: A setup file of the inquiry support tool

TeighaX: A setup file of TeighaX used in DWG plug-in

ThirdParty Licenses: Information such as license agreement when using third party source code is store

Uninstaller: Information of uninstaller created at the installation is stored.

Data folder
C: ¥UCwinRoad Data x.x¥
Characters
├──
Data
├──
5m
│
└─
Effects├──
Locations
├──
Log
├──
Models
├──
…
│
└──
Movie
├──
Plugins
├──
Save
├──
FBX scene│├─GISSampleData├──
InRoads│├──Intersection├──MarkingsLib││└──
LandXML│├──
MicroSimSample
│
├──
Model
│
├──
NoiseSimulation│├──
Highway
│
│
├──
Kyoto
│
│
├──
Nihondaira││└──Section│├──
SfMPlugin│├──
Shapefile│├──
Shoreline│├──
TRACKSSamples│├──: Character model files: Japan.map, Tokyo/Osaka.map etc…
: 5m mesh data
: Game controller feedback effects files: The Location Settings information: Logs: 3D model samples: 3D model samples with texture: AVI, frames, POV-Ray data
: Plugins and files for system plugin: Sample data
: FBX data
: GIS sample data
: InRoads sample data
: Intersection textures: Intersection texture editing markings library: LandXML data
: Micro Simulation sample data
: Samples of animated models: Sample data of noise simulation: Road sections: SfM plug-in sample data
: Shapefile sample data
: Several lake preset files: TRACKS samples

-37-

│
│
│
│
├──
├──
│
│

├──
├──
├──
└──
Scripts
Sounds├──├──TrafficSaveSamples
Tree
TRLVehicleModelsLibrary
xpswmm_Sample

│
│
│
├──
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
│
└──

├──
├──
└──
Textures
├──
├──
├──
├──
├──
├──
├──
│
│
│
├──
├──
├──
├──
├──
├──
├──
│
│
│
│
│
│
│
│
├──
├──
├──
├──
├──
│
│
│
├──
│
│
│
├──
└──
Video

Hone
Signals
Tires: Traffic snapshot sample data (.trs): 3D trees: Vehicle model data
: xpswmm samples: VRCloud script samples: Sound files: Air friction sound files: Engine sound files

AirFriction
EngineBackDrop
CloudsCockpit
Event
Fire
Flag
Model
3DS
├──
Building├──Lighting└──ParametricEscalator
ParametricStairs
Parkinglot
RainOnRoad
RainOnWindshield
River
Road
Bridge├──
Carriageway├──
CuttingBanking├──Intersection├──Marking├──Obstruction├──
Surface├──
Tunnel└──Sign
Sky
SkyDomeSnow
Terrain
Ground├──Satellite├──Streetmap
└──
Tree
Bark
├──
Blossom├──
Leaves
└──
Water
Waves

-38-

: Horn sound files: Turn signal sound files: Tire sound files: Textures: Background: Clouds: Cockpit: Event: Flame, Smoke: Flags: 3DS models: Buildings (walls): Artificial lightings (at night): Escalator textures in the parametric model: Stairs textures in the parametric model: Ground textures for the parking lot model: Water puddle on the road surface: Rainwater on the windshield: Rivers (used in previous version): Undersides of bridge: Carriageway surfaces: Cuttings and bankings: Grade intersections: Road markings: Obstacles: Road surface other than carriageways: Tunnel walls: Signs: Sky: Sky dome
: Snow: Terrains: Ground surfaces: Satellite photographs, high precision aerial photographs: Spatial Data Framework maps
: Trees: Trunks of 3D trees: Flowers of 3D trees: Leaves of 3D trees: Rivers: Water surfaces: Video file data used in scripts and video wallOperation method
Operation with keyboard・ [↑] key: Advancement・ [↓] key: Retreat・ [←] key: Move left
・ [→] key: Move right・ [Alt] + [↑] key: Move up
・ [Alt] + [↓] key: Move down・ [Alt] + [Q] key: Speed up (+1km/h)
・ [Alt] + [A] key: Speed down (-1km/h)
・ [Alt] + [Z] key: Reset speed (3km/h)*Moving speed: 1 to 45 km/h
*If [Shift] key is pushed while moving, the passing speed becomes 3.3 times.

・ [Ctrl] + [↑] key: Face up
・ [Alt] + [W] key: Increase the rotation degree (+1 deg./s)・ [Ctrl] + [↓] key: Face down・ [Alt] + [S] key: Decrease the rotation degree (-1 deg./s)・ [Ctrl] + [←] key: Turn to left.
・ [Alt] + [X] key: Reset the rotation degree (2 deg./s)・ [Ctrl] + [→] key: Turn to right.
-Movement angle: Two degrees per second- Setting range-turning angle degree: 2 to 30 deg./s.
With 10 keys.
･ [7]: Left front･ [4]: Left･ [1]: Left rear・[↑] key: Accelerate・[↓] key: Decelerate･ [8]: Forward･ [5]: Right under･ [2]: Rear side･ [9]: Right front･ [6]: Right･ [3]: Right rear

・[Shift] key: Double Speed (during
flight)・Ascend: [PageUp] key or scroll the wheel forward
・Descend: [PageDown] key or scroll the wheel
backward・ [↑] key: accelerate (+5km/h)
・ [↓] key: decelerate (-5km/h)

・Move to north, south, east, west: Click and drag amouse・ [←] key: move to left lane
・ [→] key: move to right lane

*Range: speed0 ～ 1000 km/h. the viewpoint height0.2 ～ 10 m.
*It is possible to ride in the front passenger seat of other vehicles, including vehicles generated by the traffic flow. It is also
possible to drive with a steering controller on the passenger seat.

・ [↑] key: accelerate(+5km/h)

・[↓] key: decelerate(-5km/h)-39-

－How to change operation keys

Go to Home – Navigation option. Refer to "Navigation Option" for more details.
*To simulate with keyboard, uncheck "Do not use the game controller" from File Ribbon - Application Options Game Controller Options－Show road/model information[Alt]+Clicking on a road or a model on the main screen, it shows road/model information.

-40-

Navigation Options
Go to Home – Navigation –.
On Navigation option, set up movements, speed, effects etc... on the several tabs: Global Setteings,
Keyboard:Global, Free, Travel, Fly, Drive, Follow, Walk and bicycle.

Global SettingsSpecify speeds for General, Free mode and Drive,Travel, Fly and Follow modes.

Keyboard: Global
Here this lists all keyboards used for operation in common. It is possible to change them.

-41-

Free
Specify the keys used in Free mode.

TravelSpecify the keys used in Travel mode.

Fly
Specify the keys used in Fly mode.

-42-

DriveSpecify the keys used in Drive mode.

Click Keyboard Setting of Drive Simulation to set up the details for drive simulation.

FollowSpecify the keys used in Follow mode.

-43-

Walk
Specify the keys used in Walk mode.

BicycleSpecify the keys used in Bicycle mode.

-44-

2D View
It is possible to show a 2D view of the project in a separate view from the 3D main view.
Go to View ribbon – 2D View.
On this form, it is possible to select information to be shown and the camera mode, and reposition vehicles, too.

Use as Car Interior Zoom
Apply the current zoom level to a 2D view of the car interior.
Direction of camera
When this is disabled, 2D view is shown at the angle specified. If 0°, upward is north.
When this and Follow modeare enabled, the vehicle's direction of travel is always displayed facing up,

Follow mode
Click the button to activate Follow mode.
Select one from Main camera, Target model or Client (only available as a multi user client)
It follows the camera or model selected in the combo box next to the right.

Display View Options
On the options, select information or models to shown in 2D view.

Reposition traffic vehicle
Click

to reposition a selected model or vehicle.

-45-

Always on Top
Click to show 2D view at the top of other windows.

Export ortho images
Click to ecport the view as ortho images.

-46-

RoadDataViewer Plug-in
RoadDataViewer plug-in lists information of all objects, textures and intersections etc. in UC-win/Road project. It is
possible to verify buried placements, overlapping placements, and textures with large capacity, and to search forunconnected road connection points.

Go to Edit - Road data - Viewer.
This lists all elements in the project. Right click an element to move viewpoint, rename, delete.

Double click on an object to show it on the main screen.

-47-

Setting
Click Setting to configure the filterling and verlification.

During Validate button hold on, the results of verifivation are shown at the buttom.
It displays the number of objects which meet the specified filter conditions. Click the messege to list them on theupper part.

-48-

Model display switching – Before After design
It is possible to switch the display by models, and compare landscapes by showing and hiding models. It is
possible to place models only in certain landscapes and compare them with and without models.
Go to Home Ribbon – Environment – Visibility to switch Visibilities.

Or clickto open Visible Models form. On this form, check model to display, check off to hide for each visibility.
Click New Selection to add a new visibility.

ExampleLeft: Before. The cherry trees, the yellow benches and green street lights.
Right: After. Display the greeneries, the green benches and the white street lights.

-49-

POV-Ray Options
Exporting for ray tracing is supported. Ray-tracing is a rendering technology which can generate a real 2D image
by chasing a track in light from the viewpoint to the light source during simulation.
Rendering the exported file with the freeware "POV-Ray (Persistence of Vision Ray-Tracer)" by POV- Team toincrease the realism of 2D image
Each setting for ray-tracing
Model Editor - POV-Ray tab
It is possible to set the Texture of the model for POV-Ray, as well as the light.
Texture Setting
Check "Override texture" option after selecting model parts under "POV-Ray" tab of the "Model editor" to generate
the default texture.
If the texture for POV-Ray is set for the fake light, blinker or brake light, it cannot be output.
Check "ignore the fake light" option to output it, however, it is effective with the Blend mode only.
Light Source Setting
Check "Is Light Source (only at night)".
The default is "Spot light of Fade distance 8m".
The light source is situated at the gravitational center of the model parts; hence, depending on the model parts,
light source is sometimes absent. In this case, check "Cast No Shadow" option or check “Override Light Source” toedit the language of scene description.
With enclosed light source

With "Cast No shadow" option

Mist Setting
Mist is caused by diffusion of light with fog.
Check "Light Has Mist Halo (only at night) to generate a halo.
Choose model parts which are set for the light source under "POV-Ray" tab of "Model Editor" form. The default is"Type2", which is a condition of very small drops of water.

-50-Lake Setting
To generate the default texture for POV-Ray, click POV-Ray in "Editshoreline" form and check "Override Shoreline Texture" option.

Left:Before, Right:After

Sample data (FORUM8 CG Movie Service: Rendering using Super Computer)-51-

Context
Context is comtained of the several environment settings. Using Context, the environmental setting is reflected andswitched at once. Comparisons of situations can be easily done by preparing and switching contexts.
Go to Home – Environment – Context to switch Contexts.

Or clickto open Context Editor. On this form it is possible to:- Create new contexts- Show the current settings of the project- Copy/Rename/ Delete contexts- Overwrite contexts with the current settings of the project- Create a shortcut button for a context-52-

Basic –Road and terrain-53-

Load 3D Elevation Data
Obtain and load 3D elevation data. File - Select which data to use from the new project.

1. Default Terrain
This is a project using a pre-defined terrain. All default settins are applied.

2. JapanJapan map with 50m meshes is displayed. Zoom in or out the map and click mesh data to use.
Then cllick OK to start loading.

Each side of the division is 10km
: One division 10x10km: Two divisions in length 10x20km: Two divisions in side 20x10km: Two divisions in length and breadth 20x20km.
: Latitude longitude: The world land surveying system: Old geographical coordinate system: Edit the coordinate system: Load the "Digital Map 5m grid Mesh (Elevation)"created by the Geospatial Information Authority of Japan.

How to use 5m mesh data
There are two methods of loading the digital map in 5m mesh (Elevation) provided by Geospatial Information
Authority of Japan into UC-win/Road.
For either loading method, 5m mesh data is converted into the terrain patch data. Once the data is taken as theterrain patch data, street map, road, building etc. can be placed on top of this terrain.
Note: The 5m mesh data that can be imported directly into UC-win/Road is only "Digital Map 5m grid Mesh (Elevation)"published by Geospatial Information Authority of Japan. Users who have CD-ROM or other devices with 5m mesh data can use
this function. To import the basic map information that can be downloaded on the Web site of GSI, the data must be converted-54-

to the Shape file before doing.

How to import simultaneously when creating a project
1.
Save 5m mesh data into the folder
Copy the data of 5m mesh (*.lem, *.csv) into arbitrary folder.
It is convenient to save it in the following folder.
<<User data folder>>¥Data¥5m
1. Select the 5m mesh data to load
Go to File - New project – Japan.On the window, click on
button.
Then select the 5m mesh data (*.lem) to load in the File Open dialog.
Tip: it is possible to select multiple files by holding down the Ctrl key or Shift key while clickin.
The selected mesh data is loaded. The area of 5m mesh data has red diagonal lines.

3. Select the loaded 5m mesh data
When the terrain of 50m mesh is selected, it is possible to view a zoomed-in image of the selected area on adifferent window where the mesh (1.5km x 2.0km) of 5m mesh elevation data is displayed.
On this window, click the area of 5m mesh to load.

4. Set the terrain patch size and load
Click OK to open the window for inputting the terrain patch size. Click OK after
inputting the average terrain patch size. The 5m mesh will be loaded as terrain
patch data each having this size.

-55-

Importing method after creating a project
Import the 5m mesh altitude data from the state that terrain has been already imported.
1. Save 5m mesh data into a folder
Copy the data of 5m mesh to the arbitrary folder.

Save it to <<User data folder>>¥Data¥5m.

2. Select 5m mesh data to import
Go to Edit - Terrain – Patch▼ - LEM File.
3. Setting and importing the terrain patch size
When clicking [Open] button, the screen to input the patch size is displayed. When inputting the 1 side of terrain
patch data and clicking "OK" button, the 5m mesh is imported as a terrain patch data for each size.

3. New Zealand
Go to "File" - "New Project" - "New Zealand"
Load the terrain of New Zealand provided from GeoGraph.
As there is only one coordinate system for the New Zealand map, there are no functions to change coordinate
systems.

4. Other country
It supports 3-second digital map data (approx. 90m) distributed by CGIAR-CSI. As standard, it is possible to selectterrain in the terrain database "CGIAR-CSI SRTM 90m Database".
Terrain grids of the same size as those of Japan and New Zealand can be created, and terrain of up to 36 km
square can be read.

-56-

5. User defined
From the drop-down menus, go to "File" - "New Project" - "User Defined"
It is possible to user defined terrain for areas other than those listed above or when survey coordinates are
unknown.
Set up the coordinate system, time zone, terrain size, terrain heights and origin position.

6. Load From File
Go to File - New Project - Load From File to load assorted files of terrain data for a new project.
The terrain data supported also include seabed data, making the recreation of a containing ocean floor also
possible.
This method has the following features.
1. Free terrain size
It is possible to specify freely the terrain area to use in the project. The project created by other method is limited tosizes such as 10km X 10km or 20km X 20km.
2. Freely specifying the area
It is possible to specify the area to be generated regardless of aspect ratio or coordinates.
2. Supported data format
It supports SRTM90 (90m mesh), ASTER (30m mesh), image files, etc. It is also possible to integrate different
multiple data into one and synthesize a terrain.
Note: Some of the data contained are only free under the circumstances that they are used for research purposes.
Please consult their appropriate author before engaging in commercial activities.
4. Terain data filtering
It is possible to specify the polygon size of the generated terrain. The elevation of the polygon vertices arecomplemented through cubic interpolation to maintain high-detail terrain generation.

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■ Raw Binary Elevation Data File Form
Most of their formats include headers that have information about their contents, but sometimes elevation data is
distributed using raw binary files. A raw binary file is a file that only includes elevation data, without any additional
information that can be used to know the size, scale or location of the data.
If the file forma canot be recognized, the following message will be displayed to create a file with that description.

If the data to be read will contain binary elevation data, it is possible to define a descriptive file with all theinformation required for the elevation data.

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7. External 3 dimensional terrain data
Merge existing terrain data with the selected 50m mesh.
Go to Edit – Patch - Terrain
Click "Open" and load the terrain file previously created.

Check this box to optimize the original terrain and terrain data. The following options will show data that will bevalidated in green and data that will be ignored in gray.
Ignore Closest: Ignore data with an altitude similar to the terrain patch data.
Ignore Square: Ignore data inside a square made by the terrain patch data's elevation points.
Click on Triangulate button and the generated terrain data will be displayed on the right side.

*If the data is converted directly from terrain data such as contours, it will be very detailed. Converting a wide area
is not recommended, as it takes time to generate the data. We recommend to use the 50m mesh data for points
that are quite far from the desired location.
About the terrain patch data format
To import terrain data created by an external tool, it is necessary
to convert the data to XML format in a specified format.

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8. Import GSI tiles
The terrain is created from survey data and GSI tiles published by the Geospatial Information Authority of Japan as
topographic data. The map image is imported as a street map.

1. Go to File – New Project – Importing GSI tiles and [GSI tile setting] window will be opened. It is required toconnect to the Internet.
2. Expand the range to create. It is also possible to specify the latitude and longitude.
3. Standard map, Reduced shade map, Photo (After 2007), and Photo (1974-1978) are available.
◦ The "Photo Map (After 2007)" takes advantage of the "electronic national land based map (ortho-image) of theGeographical Survey Institute tiles" that GSI has published to the public.
◦ for the "Photo map (1974 - 1978)", the published article, "National Land Image Information (first phase: 1974 1978)", is being used.
◦ "Photo Map (After 2007)" and "Photo Map (1974-1978)" only support a zoom level range of 9 - 17, so in the caseof a zoom level of 9 or less cannot be specified.
◦ "E-Land, Infrastructure and basic view (ortho-image)" contains some areas, such as mountainous regions forwhich images have not been captured, As such, there are areas for which no images will be displayed.

4. The terrain of the area will be generated and the selected map image will be displayed as a street map.

-60-

※About GIS import
This function imports terrain elevation information and street maps from GSI Tiles provided by GSI. When using a
project created with this function, please comply with the GSI Terms of Use. For details, please refer to the "Termsof Use of GSI Tiles" on the GSI website.

1. Coordinate information
The coordinate information for the created project is based on the longitude and latitude displayed on the settings
screen. The displayed map area is projected onto the set rectangular coordinate system, and the rectangular area
encompassing that area is used as the project area. Note thatwhen loading a region that is far from the origin of therectangular coordinate system, the east, west, north, south, andwest end points will be cut off. The figure below shows anexample where the area around Shinagawa Station is specified
as the 6th system (Kansai coordinate system)
In this case, the red rectangular area is the extent of the project,
and there will be areas not included in the immediate northsouth edge. If the appropriate coordinate system coordinate
system (9th system for the Tokyo area) is selected, the area tobe cropped will be smaller because the distortion is not as great.
The number of terrain grids will be created as 400 x 400.
The length of each grid is 1/400 of the north-south distance andeast-west distance in the project options.

2. Street maps
Automatically generates a street map using images of selected geographic tiles. A georeferenced tile with the valueof the zoom level plus the zoom level offset is downloaded. The downloaded image is projected to the configured
plane rectangular coordinate system and split according to the split settings in the additional settings.

3. Evelation data
The height of the terrain grid is automatically applied using information from one of the Geographical Survey
Institute tiles, the elevation tile.

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Load 2D Image Data
The following mappings are supported:• 2500m spatial infrastructure data value maps from the Geographical Survey Institute• Detailed data value maps from the Geographical Survey Institute (10m mesh of land use)
• DM file by Ministry of Land, Infrastructure and Transport• Aerial Photos (BMP image .bmp or JPEG image .jpg)
Aerial photo grids are treated as layers. It is possible to create multiple layers, select them individually, overlap,
rearrange, delete, or split them.

1. 2500m spatial infrastructure data

Go to Edit – Terrain - Street Map.
1. Click Open.

2. The corresponding street map (black mesh box) will be displayed. If an error message appears, a different
coordinate system has been selected. Please re-configure the settings.

3. Click on mesh frames to display the street maps. Click "OK" to finish.

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The spatial infrastructure data for Tokyo and Osaka is saved to Tokyo.map/Osaka.map, which is Tokyo [MapFile] /Osaka [MapFile]. For other locations, click "Use CD" from map selection drop-down menu.
* If the map files are not installed, Use CD.
* When data belonging to more than one prefecture is included on CD, the files cannot be read. Copy all the folders
for necessary prefectures into the Data folder and run UC-win/Road. Select "Directory Name" in the "Maps"
column.

2. DM data
After Ver.6.1, it is possible to load the data from other than the specified folders.
In case of Ver.6.0.2 or earlier, create the following folder directory.
UCwinRoad /Data /DM /new folder (area name, etc.) - dm
Also, *****.dm and INDEX.file have to be in the dm folder.
1. Copy the DM Data from CD to the DM Folder in /Data. (UCwinRoad/Data/DM)
2. A DM file and INDEX file are saved in each folder.
UCwinRoad/Data/DM/00abc123…07nd815.dm…Index.file/00abc456…07nd816.dm…Index.file
3. Select DM from "Load Street Maps" and click on the search button.
4. Clicked on the red outline to load and display the DM information.
5. Save the data in XML.

Click on displayed grids to load the data into it. Note however that theenabled if the data contains 3D terrain information.

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Display 3D Data button is onlyThis button
is enabled only if the imported DM data contains three-dimensional terrain information. When the
button is pressed, only the three-dimensional terrain information is displayed.

"Display Option"

can change the color of display element.

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3. Satellite photos
Regardless of whether a street map is pasted or not, or regardless of the mesh size, aerial photos (aerial
photographs) can be pasted over the top.There are 2 methods.
How to add a street map grid
Click "Add a street map grid" button.

Click on the frame to be placed to display the saved image. Select an image and confirm. To use images in a folder
different from the displayed path, clickto specify the path.

-65-

How to paste photos by specifying its coordinates
Click Load street map

.

Click
to select the folder in which the images reside. Select animage from the list on the left.
Click the "Edit Point 1"

button, drag the mouseover the image
to specify the position and enter thecoordinates. Similarly, set the position and coordinates for "Point 2.
After specifying the coordinates of the two points and clicking "Confirm,"
the image will be positioned so that its location is at the specified
coordinates.

Click "Delete"
to change the cursor to
Right-click on a cell to open a popup menu.

.Click cells to delete. Click

Right-click on a layer and a pop-up menu will appear depending on its status.
■Add
・Add a geolocalised file in the selected layer.
・Add a street map grid in the selected layer.

-66-

and release the delete mode.

■Arrange
・Bring to front: Z value will be the highest.
・Bring to frontward: Z value will be incremented by one.
・Send to backward: Z value will be decremented by one.
・Send to back: Z value will be the lowest.

■Edit
・Edit the layer offset■Divide into cells
The selected cells are further divided. Next, enter the number of divisions for each row and column. This allows you
to accurately display only a limited area of an aerial photo, or, conversely, to delete photos in unnecessary areas.

4. Dice streetmap
When the size of one image is too big, divide it and assign only the required sections.

1. Go to the ribbon, "Edit" - "Terrain" - "Dice streetmap"

2. Select the image to be divided
3. Specify the vertical and horizontal distribution value.
4. After division, Select from the street maps.
*Note: The file is named automatically.

-67-

5. World file
When a world file (bpw or jpgw) that includes coordinate information is selected when loading a street map, it ispossible to set the corresponding image attributes. The screen will display UTM information for the current terrain.

Click " Street Map"

- Open.

Open the world file prepared with the same name as the image. The world file is in text format, so its contents canbe viewed and edited with a text editor. In the example below, the coordinate system is UTM zone: 53, northlatitude.

Click OK to paste the image on the position to be specified by world file.

-68-Road definition – Holozontal curve
1. Road plain view

Go to Ribbon - Edit - Open Plan View.

View
The fan symbol represents the current camera position (center) and orientation. The radius of the fan represents
the position of the horizontal line.
Double-click on any location on the plan view to move the center to that location.

Toolbar: Load spline road or polyline road.
: Zoom In: Zoom Out: Full Size

: Area zoom

: Move views: Draft mode (The road formation time is reduced as the cutting, banking and intersections are notregenerated.): Re-build Roads: Road building options (Select roads to build): Make Road (Make New Railroad, Add New Roadway, Add New Track): Make River: Make flight Path

: Make Road Spline: Male Polyline: Make Backdrop: Make Cross Section: Make a lake

: Shift Objects: Place 3D model: This is available for invalid intersections.

: Undo / Redo-69-

: Display or hide below layers in the plan view.
Terrain, Street map, Models, 2D/3D Trees, Video walls, Flags,
Fires/Smokes, 3D Texts, Terrain patches, Roads, Railroads, Railroads: Survey Curves, Railroads: Structure
Curves, Railroads: Tracks, Road Models, Road Trees, Signs, Flightpaths, Backdrops, Rivers, Shorelines, Cross
sections, Waypoints, Traffic connections, Camera position, Polylines, Point Cloud, Presets and Background color
etc…
Preset: Display/hide all layers or display only terrain, roads or river etc.
Status bar
The coordinates of the current cursor position is displayed in this format.
①

②③

④

⑤

①
②③
④
⑤
①The position starting from the bottom left of the topographical map in meters (X-direction, Z-direction)②The current longitude and latitude③The position in the coordinate system according to the world geodetic system in meters④The position on currently selected road, river, etc.
⑤The name of currently selected road-70-

2. Holizontal road alignments
Defining horizontal road alignments
There are 2 methods.
(1) IP point coordinate entry: Entry of the road alignment by IP method(2) The central point coordinate entry: Entry by the spline road alignment which passes a specified point(1) IP point coordinate entry
1. Click on "Make Road" button, or go to "Start" - "Start Road".

2. Click on the terrain to start road, create bends and end road.
3. Click "Make Road"
once again or right click and select "Finish Road.
The "Starting Point" is created at the point at the point clicked first and the “End Point” at the point clicked last. The
dots in between are “Turning Points”. As it is difficult to place these “points” at the correct coordinates, place themat the approximate locations with the correct number of turning points.

4. By right-clicking on the created road alignment, a menu for editing, deleting, etc. can be displayed.
5. Right mouse-click on the “point” to and go to Edit - turning point to set its position, type and parameters.

The transition curve on the starting side, the circular section and the transition curve on the ending side isdisplayed in red, green, and blue.
Red X at the turning point indicates it is invalid. Edit it to remove this X.
If the X remains, reconsider the parameters of the alignment, type of change point and curve."Auto-Fix" is alsoavailable in the right-click to correct the invalid turning point automatically.

-71-

(2) Entry by spline

1. Click "Make road spline"or right click and go to "Start" - "Start splineroad".
2. Click on plan view. Select the number of starting and turning points as well as the end points.
3. Click "Make road spline" button once more or right click and select "Finish Road".

-72-

3. Generation of Roads
When editing or generating roads, Draft mode is available to prevent erroneous roads and to reduce time.

Draft mode
Draft mode roads will only be partially rendered, which can save loading times and is excellent for previews. Draft
mode affects both Plan view and Main view.

※Non-selected roads will be hidden on the main screen. Traffic cannot be generated. On the plan view, only lanes
are displayed with dot outlines, but cannot be edited. On/Off ramps cannot be added to unselected roads.

Automatic generation
Selecting the roads to be generated prior to road generation can reduce the generation time.
Clickbutton to display a pop-up menu.

-73-

4. Export Roads
Roads can be saved/loaded and copied and pasted.
In addition, cross-section data and road surface textures are also saved.
Click

to select road to be saved and click Export.

Click
to load roads.
Roads can be copied and pasted from the right-click menu.

-74-

Road definition - Vertical curve
Next, define the vertical curves of the roads before created.
After definition, click OK to start generating them on the main view.

1.

Add / edit longitudinal turning point

On the Plan view, right-click on the road alignment and go to "Edit - Edit Road". The Vertical curve editor is opened.

Red indicates the section of the selected road with overlap.
Blue indicates relations in height when the road passes over another road.

1. Clickor right click and go to "Add turning point"
2. Click at a point to add turning point. Repeat as necessary. Move the white circle added to the clicked point tomove the change turning point.
Turning points cannot be placed at the position where the cursor changes to
3. Right click on it and select "Edit turning point" to edit it.
Start (height, starting position)

Turning point (distance, inclination, VCL)

-75-

End (distance, inclination)

2.
1.
2.
3.
4.

3.

Insert sectional change positions
Clickor right click and select "Add section change".
Left click at the point of section change.
Right click on the line and select "Edit section change".
Select a section to use.

Smooth Sectional Change

Create smooth section change in cross-sectional inclination or in the road that widens.
Clickor right click and select “Add transition” Right click and go to “Edit transition…”.
Check on ”Smooth carriageway transition”.

If it does not work, redefine the section or check the following questions.
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-

Are the number of the nodes the same?
Is there a large gap between the X and Y coordinates?
Are the coordinates similar to the road?

Click "Edit by the list"

to confirm the section change. A section is added in this view.

4. Bridge / Tunnel
As needed, it is possible to add (a) bridge(s) or/and (a) tunnel(s)/BridgeClick "Add Bridge"
and click on the road alignment where a bridge is placed.
Right click on the bridge (light blue), and select "Edit Bridge".
Enter the position and the length of the bridge or the angle if the bridge has a title.

-77-

TunnelClick "Add Bridge"
and click on the road alignment where a tunnel is placed.
Right click on the bridge (light blue), and select "Edit Tunnel".
Enter the position and the length of the bridge or the angle if the bridge has a title.

Tunnel lighting
Comparison by setting colors-78-

5. Unmodified terrain section
Add non-edited terrain section. Click the position to add in longitudinal linear area. Non-edited terrain section isa section in which the cutting section is not generated automatically. It is used when creating the natural river which
has non-artificial banks.

After definition, click OK to return to the plan view. Then click OK again to start generating them on the main view.

-79-Road Section
It is possible to edit the road section such as road lane, road surface, cutting, banking, etc..
RS and CSV file input/output functions allow reuse of cross sections created elsewhere.
To load a CSV file, Go to File – Import – Load Railroad CSV curve….

Define sections
1. Go to Edit – Road -on the main menu, or clickon the vertical curve editor.

2. Clcikto create a new section or
to view or edit the section alreadycreated.
3. Set up the parameters on Road, Bridge, Tunnel, Cutting, Banking, Soil Section or Height profile tab/-80-

Road tab
Set up Road appearance, Texture movement, Texture size and Lanes.

Click to Lane details… to define the details of lanes. Here, set the width and texture on the lane. The width of the
texture can be matched to the width on the lane.

The correspondence between each position and lane is as follows. From the edge of the road to the center: 1, 2,
3, ....

-81-

Example of textures

Cutting/Banking tab
Set up parameters of cutting/banking on each tab.

-82-

River
It is possible to add a river as a section type.

As designation, others, carriageway, curbstone, guardrail, sidewalk, plantbelt, water and new block are available.
To define a river, select Water.

It is possible to enter the speed at which the texture is moving to represent the
movement of the texture.
Clicking button on

the main menu causes the texture to move at a

specified speed.

-83-Soil Section
Here, define the soil section for creating a surface for soil volume calculations.

Height profile
Enter the height at which roadside objects will be placed, as well as the height of the road surface during the walking
simulation.

-84-

Section Group Editor
Use the Section Group Editor to automatically change the road section textures for all sections within the group.

-85-

Ingrate Section>>button enables to list the similar sections with Target section. And it is possible to replace target sectionwith thesimilar section to imtegrate duplicate sections.

-86-Road Surface / Attribute
It is possible to set up the properties for road attribute or road surface: Friction, Sound, Force Feedback Effect.

Register road surface
Go to Edit – Road – Surfaces.
Click New to add a new surface, or select a surface and click Edit.
Click Edit Road Surface Textures to edit the surface texture.

Edit road surface
Edit the properties of the road surface, such as friction, sound and Force Feedback Effect for the tires.
Go to Ribbon Edit - Road - Surfaces and double click on a road surface or click Edit. For each road surface,different values can be set for different road conditions (dry, wet, snowy, frozen).

・Friction tab

The friction will determine how the tire behaves on the road, which will in turn affect how the car behaves on the-87-road.
The curve, called Slip Ratio Curve, determines the friction coefficient of a tire on the road depending of the slip.
To define a precise curve, add points by clicking on the add point button. For each point the slip ratio and thefriction coefficient are editable by clicking on the corresponding value. Do not change the origin.

・Sound tab

When driving a vehicle, the tires sound represents the sound of the vehicle tires.
Two sounds are played: The rolling sound of wheels turning on the road surface, and the skidding sound when thetire slips. For both sounds there are curves for volume and pitch that depend on the speed and the slip. Each tire
has two sound sources, one for the rolling sound and one for the skidding sound. For each sound source the final
volume and pitch are a combination of the speed and slip curves for this wheel. Sound of tire skidding is available
only for vehicles with advanced physics model.
Curve line:
The graph represents the sound curve of each sound type. There are 4 sets of 2 curves: roll curves based on
speed and slip, and skid curve based on speed and slip. The values of each curve can be edited in the Volume andPitch tabs, and on the graph, the volume curve is shown in red and pitch curve is shown in green. Use the "Test"
button to test the rolling sound of tires. It is possible to move the track bars' cursor to play the sound for a specificspeed and slip.
Volume: The sound files of the rolling tires and skidding (slipping).
Pitch: The sound pitch is modified depending on the vehicle speed and slip.
Overall volume: the overall volume when testing sounds in the Road Surface Editor.
Sound File：The sound files of the rolling tires and skidding(slipping).

-88-

・Force Feedback Effect tab
It is assigned to different roads based on different conditions. With a steering wheel or game controller, tiny
difference in road conditions such as asphalt, gravel, ruts, etc. can be represented and felt through the haptics
motors.

Effect file name: Select a file of the force feedback effect. The files listed here are saved under <<User Data
Folder>>¥Effectsby default.
Minimum speed of the vehicle to play the effect: Set the minimum speed that the vehicle must travel at in orderfor the force feedback effect to be activated. There will be no effect when the speed is less than it.
Maximum speed of the vehicle to play the effect: Set the upper limit on the speed required to activate the force
feedback effect. There will be no effect when the speed is more than it.
Minimum physical bump size of the road surface to active the effect:
When driving on a road with a height more than the height set here, the effect of force feedback is generated. If set
0, the height will be ignored.

-89-

Road bump
Set up road bumps with force feedback effects.
When set on the rail of a railroad track at a railroad crossing or at the junction of a roadway and sidewalk, thecontroller will vibrate, adding to the realism.
Go to Edit - Road - Bumps.

Distance：Define a position to place the bump by inputting how far it is from the starting point in meters.
File name：Select the force feedback effect file.
The files listed here is saved in the following folder by default. <<User Data Folder>>¥Effects
Minimum height：Set the minimum height of the bump which the vehicle must run on to activate the effect.
When the value is greater than 0, force feedback effect will be activated when the vehicle runs over a bump with aheight having a value greater than this value. When the value is 0, the height will be ignored.
Minimum Speed：Define the minimum speed that must be achieved to activate the effect.
Maximum Speed：Define the maximum speed which is the upper speed limit to activate the effect.

-90-

On/Off ramp
A ramp can be placed on the road where the number of lanes changes.
Double click on a road to open Editing road form. Or right click on a road and go to Edit – Edit road.
Add a section changeon the Plane View.

E.g.) 3 lanes→ 2 lanes, 2 lanes→ 3 lanes
Yellow △ indicates the point on the road where the ramp can be created.
Next, Enter the position at which section change occurs
Define the ramp's horizontal alignment, ramp's longitudinal alignment and ramp's section.

①

②

③

Connection patterns of the ramp are as follows:
Off ramp - On ramp-91-

Connecting off ramp and on ramp
Move the cursor to the off ramp triangle. When the cursor changes toRamp" from “Start”. Add turning points withleft click to connect the ramp.

, right mouse-click and select "Start Off

cursor. When the cursor changes toat the on ramp,

Connecting off ramp and another roadMove the mouse to the off ramp triangle. When the cursor changes to, right mouse-click and select "Start off
Ramp" from “Start”. Add turning points as appropriate. Right click at the off ramp to be connected and select "Finish
Road". An intersection with another road can also be created.

-92-

Connecting another road and on ramp
Right click on another road and select “Start” - "Start On Ramp". Add a turning point.

When the cursor changes toLeft: On ramp

at the on ramp, click to connect the ramp.

Right: Off ramp

-93-

Intersection
1. Generate
1.
2.

Generate a road intersect in Plan view.
Align the height for roads in Editing road window.

3.

Click "Build Roads"

in Plan view .

When creating the intersection fails, red meshes are displayed.Clickto display invalid intersections at thecenter of the screen. To solve this problem, select "Intersection troubleshooter" by right mouse-click on the meshand select "View Intersection Error".

Reasons of failure in intersection formation･ altitude of intersecting roads is too different･ intersecting road is too close to a parallel.
･ unsecured banking･The center of intersection cannot be found.
・intersection area is overlapped with bridge or tunnel

Editing & Recreating Intersection
Check to edit the intersection height difference in the Plan
View.
Perform right mouse-click on the intersection and change
the intersection area from Edit - "Edit Intersection Size".

-94-

Pop-up menu
Right click on an intersection to open the pop-up menu.

3-Way Junc
Draw one road first, and then create a second road that only
slightly makes the starting or ending point of the second roadcross the alignment of the first road.
Note: Even if it exceeds, if the distance of the exceeded part isshorter than the size of the intersection size, the leg for it is notcreated.

L-shaped intersections
Slightly intersect the starting and ending points of two
different roads.
*The part of intersection will be created only if the distancegoes over the size of the intersection.

-95-

Roads need to be short enough to prevent unintentional generation of a normal crossroad while making a 3-way
intersection or L-shaped intersection. Fix the error by simply click and dragging the start/end points to shorten it.

2. Intersection Editor
Edit the leg lengths, contours, road texture, sidewalk and banking, drive paths on the intersection editor.
Right click on the intersection and go to Edit Intersection.
Please refer to Help for details on the setting items on each tab.

(1) Leg length tab
Changing the size
In cross leg selection, the leg length can be changed.The intersection size can be minimized by clicking on "ShrinkLegs".

-96-

The intersection can be sub-divided when the approaching intersection creates another intersection.

Checking "Roundabout" will create a roundabout island in the center. The rotary intersection can be further edited.
Edit each radius. The size of radius is in relation to "Island" < "Road" ≦ "Path" ≦ "Ground".

-97-

(2) Contours tab
Road, sidewalk, banking and Roundabout Island can be edited. Right mouse-click on the line and the control point
can be added or deleted. It is possible to edit the control point and arrange the shape.

Handle: The curved part can be changed
dragging and moving.

byAnchor point: It can be moved by dragging withthe mouse.

Refer to the following sections to find out more information on the detailed editing method of the control point.
"Operation" - "Editing" - "Editing intersection"- "Editing intersection" screen - "shape" tab-98-

(3) Road texture tab
Set up the intersection textures.
Click Load to load textures or Click Texture editor to design load texture and markings.
About Intersection Texture Editor, Please refer to 4. Intersection Texture Editor.

Example: Texture of the roundabout
Texture cannot be pasted on the roundabout island of the roundabout. Therefore, after exporting to 3DS model,
specify the texture on the model.

-99-

(4) Sidewalk/ Banking tab
Clickbutton each, correspondence texture is displayed.Select a texture for each sidewalk andbanking, and enter the values for "Scale" "Rotate".

(5) Drive paths tab
The drive path and the driving path at the intersection can be edited.

1. Left mouse-click on the arrow of the approaching intersection.
2. All possible drive paths are displayed. Set the weight (driving ratio). Driving is absent when weight is defined to
be 0.
The control-point can be added by right clicking on a drive path.
Right-click on the route to assign movement control points (way points) to every single driving path.
This way point enables speed control of traffic flow and event transition in scenarios.

-100-(6) Stopping points tab
It is possible to set up the stopping points at an intersection.

(7) Queue lengths tab
It is possible to edit the numbers of vehicles staying on each lane.

-101-(8) Traffic Controls tab
Sets traffic control within the intersection without and with traffic signals.

(9) Signal Phases tab
Sets the lighting phase for traffic and pedestrian signals when traffic control is performed with traffic signals.

(10) Phases Summary tab
It Displays a list of traffic signal phases as set in the "Traffic Controsl" tab and the "Signal Phases" tab.

-102-

3. 3DS model export
The generated intersections can be output in a 3DS model, modified in the 3DS model, and then replaced with themodified intersections.
(1) Click
while the intersection is in editing mode to convert the intersection into 3DS export. The model issaved in ¥model¥intersections#. "#" is a sequence number starting with 1. It is possible to generate high precisionintersection by editing this 3DS model.
(2) Clickin (1).

to open "Intersection Replacement" form. Click on "Load 3DS", and select the model (*.3DS) saved(3) Click "OK" button in the Model Editor to register the model to "Intersection Replacement".
(4) Click on the intersection model located in "Intersection Replacement" screen and click "OK" button. Theintersection is replaced by the registered intersection model.

Right click on the intersection with 3DS output to open "Replace Intersection with 3DS" screen.
By replacing normal intersection with 3DS model, editing with an external tool is possible. Hence, high-precisionintersection can be created.

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4. Intesection Texture EditortThis is a CAD tool which draws marking on intersections. It is possible to draw vector markings, construct marking
library for reuse of vector marking, adjusting color balance of texture, outputting vector marking to CAD file (*.dxf) ,etc.

Go to the Road Texture tab and click

to access the window.

Function explanation of main screen- Ruler

Toolbar
Tool

Display

Drawing

Basic edit

Displays the coordinate values (East-West, North-South) of the cursor position in thelocal coordinate system at the edge of the screen. The horizontal ruler indicates theeast-west position from the origin, and the vertical ruler indicates the north-south
position from the origin.
The rulers can be scrolled by clicking on the arrow at the end of each ruler or byclicking and dragging the ruler.
Automatically Generate Markings.
Carriageway Texture
Markings Library
Clear all markings
Zoom to selected area
Pan
Full size: Put the screen into the state of an initial display.
Zoom in: Expand the screen based on the center of the display area.
Zoom out: Reduce the screen based on the center of the display area.
Edit mode: Switch to Edit mode.
Rectangle: Draw rectangle.
Ellipse: Draw oval.
Square: Draw square.
Circle: Draw circle.
Bezier polyline: Draw [Bezier polyline].
Bezier polygon: Draw [Bezier polygon].
Zebra zone: Draw Zebra zone.
Stop-line.
Crosswalk
Text Markings
Undo: Return it based on the operation of the previous state.

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[Redo;]: Do the operation returned before over again.
Add to marking library: the selected marking to the library.
Make group: Make two or more selected marking a group.
Release the group.
Cut
Copy
Paste
DeleteProperty panels
Once a drawing shape is selected, the following panel appears on the right.
【Drawing shape property】【Layer list】

Marking Editing
Click on the tool button of the shape you wish to draw from among [Basic Shapes], [Bezier Curves], and [Traffic
Markings].
Define the properties of the shape in the Properties panel. This can be done before and during drawing. Click on
the intersection and move the mouse. Click once to finalize the shape and apply the shape to the intersection.
When a shape is selected, eight red dots appear around the shape.A blue dot appears in the center of the shape.
These red dots, called resize points, allow to change the width, height, and size of the shape depending on the
points. The left and right points change the width, and these points resize the shape while maintaining the aspectratio of the shape.
The top and bottom points change the height. However, the aspect ratio of the shape is not preserved in this case.

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Auto-generation function generates the automatic generation function
intersection automatically. "Option" -" Auto-generation settings"

Define the intersection marking parameter of default by using automatic
optional generation.

To export the marking texture, Go to "File" - “Export Markings to" as RMK or DXF file-106-

Road Sign, Markings
It is possible to arrange road signs, models, trees, or markings as side objects.

1. Arrange

Go to the ribbon, Edit - Road – Side Objects.

There are 5 tabs; Signs, Models, Trees, Markings and All.
Click a object to use, and click New. Then set the parameters and click OK.

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Position tab: set the position to arrange.
Sign tab: set the size and the display.
Hint: it is possible to set black as transparent.
Pole tab: set the size and type of the pole.
Group tab: it is possible to place signs together. Set the number of signs to be placed and the spacing betweenthem.

2. Edit
Click a sign and click Edit. It is also possible to edit the parameters above, in addition, a "Distance" tab is added.
It is possible to confirm the visibility of the sign by clicking Can see or Can read.

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Basic - Landscape-109-

River

1. Click "Make River"on Plan View.
2. Define a river in the same way as a road.
3. Right click on the river and go to Edit – River. Define the road alignment.
4. Then,click to define the section with river shape.

Set up a river texture. The shape of the river shore can be defined with a section.
Back to the main window. The river has been created.

It is possible to define the movement speed of the texture in "Edit section.

And turn on Environment

to make the texture moving.

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Backdrop
It is possible to add or edit a landscape of mountain, buildings or fences, etc.
1. Select "Make Backdrop"on Plan view.

2. Click on a point(s) to place a backdrop.
3. Double click on the point and select a image.
4. The backdrop is generated in the main screen.
Fill in gaps within backdrops of objects, such as fences and guardrails, black to make them transparent.
Backdrops are pasted to fit the terrain.

Activate Environment

to make the backdrop moving.

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Lake
The water surface can be visualized from "Edit" - "Plan view" - "Make a Lake".
Click any points to define a lake.
Right click on the line to edit the details. On the main screen, click on the water surface to open the edit form.

Smooth edges
Straight edges

It is also possible to visualize the ripple by the wind by switching on Environment
Shoreline can be edited on the main view, too.
For more information about the setting items, please refer to the Help section.

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.

The following options are enabled when Texture is selected as the display mode.

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Flightpath
In addition to free flight using the flight button, simulations can be performed using set flight paths.

On Plan view
The flight path is defined in Plan view. The path can be used not only for the flight path, but also the walking pathfor the character.
Draw flight path frombutton or Start Filthtpath from right-click menu.
Click on a starting point, turning point1, turning point 2 and end point in order. Then right click and select "Finish
Flight path".

It is possible to add waypoints or vertex to the defined flightpath from rightclick menu.
Right click on the flightpath, and go to "Edit" - "Flight path" to open the curve editor. A curve indicates the current
vertical curve, and ○mark indicates a turning point.
Add turning point
Right-click anywhere and click "Add Vertex".
Edit turning point
Edit a curve by dragging ○marks or right click to select
Edit Vertex..
Lock turning point
Right-click on a turning point and click "Lock Vertex". It
is displayed as ■.
Delete turning point
Right-click on a turning point and click "Delete Vertex".

Clickto edit the altitude of the point selected manually.

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On Main screen

1.

Check on Flightpath on Visual Options

from Home - Environment.

2.
3.
4.
5.
6.

Go to Edit–Flightpath - Record Flight Path.
Start flying. Press the space key at a point to start a flight path.
During flying, press the space key to add a vertex.
Repeat step 3 as needed.
Click on the record button of the flight path to finish.

Click the yellow spher, it changes to red. Click it to open the popup editor. The spheres can be moved by dragging
the sphere while holding down Ctrl and Alt.

Walking path
Define a walking path on which MD3 character can walk.
Define a flightopath on Plan View, then click On Ground on the Curve editor.

The thick blue line indicates where an intersecting horizontal curve is.

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Visual Option
This can be used to set the elements and drawing effects to display.

On the main menu, click Visual Options
See Help for detailed drawing effects.

from Home – Environment.

Display tab: Set the elements and effects to display.
Tectures tab: Set how textures are displayed.
Terrain tab: Set terrain textures by elevation and slope.
Sky tab: Set the sky texture and the sky color.
Clouds tab: Set the cloud texture and cloud generation conditions.
Fog tab: Set the fog color, the fog type and generation conditions.
Weather tab: Set the weather type, wind speed, and wind direction.
Water Reflection/Splashes tab: Set the reflectivity of puddle, mask texture of puddle shape, and water splash
Windshied Rainwater tab: Set up for windshield rainwater and windshield wipers.
Wind tab: Set up wind sound and display of dust such as leaves and cloth.
Thunder tab: Set the direction, distance, height, radius to be generated, spacing, and thickness of the lightning.
Temperature tab: Set the color for heat and cold, and the degree of heat and cold.
Time, Lighting tab: Set the position of the sun and moon according to the date and time.
Shadows tab: Set the conditions for shadow simulation.
Performance tab: Set the drawing performance.
Miscellaneous tab: Other settings.

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3D Model (Registration, Editing, Arrangement)
Register, edit, and place 3D models.
Create, register, edit, download, save, and configure 3D models in the Model Panel.

Models Panel

Go to Edit – Scene – Library.
From the Menu, it is possible to add, load, download models or textures. Also, it is possible to choose to show or
hide by type, sort by name, extension, or modification date, and search by name.

For 2D trees, it allows to edit the minimum height / maximum height.

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Arrange and move
Arrangement of the model
1. Select a 3D model on Models Panel.
2. Click a point to place it.
3. Click it to open an Model editor.

How to move a model by dragging
・To move it vertically: Click it, and drag with pressing Alt key
・To move it horizontally: Click it, and drag with pressing Ctrl key.
・To rotate it : Click it, and drag with pressing Shift+Ctrl key.
Press [Ctrl]＋[Shift]＋[Alt]＋click on the road to arrange a 3D model as a road side model.

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Arrange as roadside objects
Go to the ribbon Edit – Road – Side Objects.
Select a model to be used and click New. Please refer to Chapter Road sign, Makings.

Group Power Lines
Checking the "Make power lines" checkbox on the Group power tab will place wires between models belonging to
the same group. Holding down the Shift key and clicking on two poles in the main screen will also place wires
between the poles.

-119-Delete- Individual
Click on each model and then the delete button in the window.

- Mass Delete
Select more than one terrain.(Shift or Ctrl + Click) Next, from right-click menu select "Select Objects On Selected
Terrain". And select the types to be deleted from "Delete Selected Objects"- Multi-select deletion
Click a model continuously while holding Ctrl key. Nexr, select the types to delete from "Delete Selected Objects" ofthe right-click menu. Cancel the selection by pressing the Space bar.

Copy
1. Click the model continuously while holding down the Ctrl key. Click again to release.
2. Right-click and select "Duplicate Models" from the menu. To deselect, press the space key.
3. Click at the position to place the selected models. While multiple models are selected, Ctrl + drag to movehorizontally, Alt + drag to move vertically, and Shift + Ctrl + drag to rotate. 67

67

Please note that undo is not available.

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Register
New models
Register a building model from Menu – New- Building model. Rectangular and 3D building models can be created
and textures can be set.
To create a complex 3D building model, click Building Edit. Please refer to the chapter Complex 3D building model.

Load models
Model files in a variety of formats can be loaded.

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Dowinload from RoadDB
It is possible to download materials such as 3D models, textures, Road models (mobile models), road sections andMD3 characters. The database is always added and updated.It requires to be accessed via internet.

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Complex 3D building model
Go to Menu New – Building Model. Click Building Edit on Model Editor. It is possible to generate a complex 3D
building model.
Define the building ourline with drawing tools;.

: move an individual top: move the shape: rotate the shape: Select a shape. Then right click to delete.
: Delete all shapes

To change the height and altitude, select a shape withand input the parameters.

To apply building texture, click. Select a texture for each shape.

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Import Shapefile data
1.
2.
3.
4.
5.

Go to File "Import" - "Import Shapefile".
Click Add Files to specify (a) file(s).
Select each object type as File import parameters.
Set up the conversion method and settings.
Click Import to start impor

It is possible to export 3D models created as Shapefile.
On Model Editor, click Building edit. Specify the directory and the file name.

Integrate duplicated models
By the operations such as merging files or copying a model, many duplicated models are generated, which
increases the file size. This function enables to integrate duplicated models or sections and to delete unnecessary
ones. This function is composed of 3 processes; Similarity calculation process, Object replacement process andTidy Up process.

1. Similarity calculation process
Detect objects which have similar settings or internal parameters as Similar objects. The parameters to becompared depend on the object type.
2. Object replacement process
Similar objects can be replaced with a target model which has similar settings. This process replaces all placesreferring to the similar objects with the target object. For example, when a similar model used for a resource ofmodel instance with a target model is replaced, all objects with the similar model are replaced. This process isapplied to all settings.

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3. Tidy up Process
Tidy up similar models at unused state. This process deletes the similar models from the project.
It is the Integration function so that the project is downsized using these processes.
Show Similar Models
Use the flame on the bottom of the model panel to show similar models to a selected model and to replace themwith it. Resources which are similar to Target resource are shown as similar resources. And they can be replacedwith a target resource, so that the replicated resources can be integrated.

Model Editor
Double-click on a model or select Edit from right click menu on Models Panel to open Model Editor.
It is possible to set up it on this form.

ExamplesLeft: Blend, Right; Overwrite-125-

Left: at daytime, Right: at nightSound source tab
When noise simulation option is effective, 3D model can be set as sound source.

Light sources tab
It is possible to add lighting effects to 3D models. Go to Visual Options – Display, and check the “Advanced
Lighting” checkbox to display the lighting effects. The light effects can be applied to models such as vehicles,
streetlights, or buildings.
While there is a limit on the amount of light sources that can be displayed simultaneously, there is no limit on how
many light sources can be set. The limits can be adjusted on Performance tab in the Visual Setting screen.

A model can have multiple lighting sources, but they must belong to at least one lighting groups.
Click on “Add Light Source Group” to generate a new light group. Select the new group and click “Add Light-126-

Source”.
The settings for lighting are basically the same as for spotlights, and are represented by radial lines with the current
position as the apex (this area is the area illuminated by the selected light source in the 3D view).

Switching between low beam and high beam
Low beam / high beam switching function can be assigned to either a game controller or a manual simulator switch.
Cars that belong to the traffic flow automatically uses low beam lights during nights or inside tunnels.
Although high beam needs to be manually activated, low beam can be automatically switched on and off during
night or daytimes. To enable it automatically, go to File – Application Options - Game Controller Options and checkthe “Automatically turn headlights On/Off” checkbox. This option is also available in the Visual Options window,
under the Display tab.

Model Level of Detail
Right click on a model on the Models panel. The Model LOD Editor will open.
I LOD (Level Of Detail) speeds up the drawing of complicated models by displaying a simplified model for a distantmodel. For example, a building model may have detailed internal information to display nearby, but it does not need
to be drawn because they are not visible from a distance.

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Environment mapping
Environment mapping is to draw a texture of the surrounding environment and use it to represent reflections. It
cannot represent exact reflections, but it is possible to express reflection effects in real time.
For example, it is possible to reproduce the sky color reflected on the body of vehicles and other objects.
Environment mapping can be used when advanced lighting or shadows (daytime only) are enabled. It applies whenlighting > environment mapping is enabled in the drawing options. The intensity to which the environment mapping
is applied is determined by the product of the reflectance setting of the 3D model and the global reflection
coefficient of the drawing options.

On the Model Editor, select a part to which reflection effects will be applied. And move the "Shininess" setting bar
from the leftmost state to the right. (The leftmost setting is 0% and the rightmost is 100%.)

Next, activate "Shadows" and "Environment Mapping" on the Visual Options.

The environment mapping is applied to the model you have just selected.
If the model does not reflect, or if you need to adjust the reflection, please see Help.

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IFC model
After a IFC file is imported, IFC tab is added to the Model tab on Model Editor and displays information of
constructions and reinforcing bars. On this tab, IFC entities are shown as a tree.
It is possible to switch Show/Hide, edit the colour, the opacity, and the texture.
Registering the models as a Pattern, It enables to use for simulation and switching them from Model Tool.
On this tab, it is also possible to update, load and export IFC files.

On the left side, a tree view of IFC entities with model information is displayed. For each part, set show/hide, color,
opacity, and texture.
When a IFC model contains reinforcing bars, it is possible to switch between line drawing and polyggon drawing of
reinforcing bar.

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Addition of the driver / the pilot
It is possible to set the registered model as a driving vehicle running car on the road, and as a flight object on theflight path.

Go to Edit – Scene –to open Model List.

If the model is a vehicle, train, cab, airplane, boat, etc., the buttons “Add driver” or/and “Add pilot” are actibated.
In the pop-up menu, select "Road/Railway" or "Flightpath" and set up the driving route, initial speed, and starting
position.

-130-Zone editing
Zone is an area enclosed by three or more points selected by the mouse as vertex on the terrain.
It is a polygon that connects adjacent points with a straight line, and the sides are defined as the boundary of thezone.
Within the zone, it is possible to confirm the height, create buildings or forests, and download the features.

Zone creating mode
Move to the zone creating mode.
1. Open a new project
2. On the Edit ribbon, select Create Zone in the Zone Editing group.

3. Zone creating mode starts. The explanations are shown in upper left corner. Click any points on the terrain to
select points.

4. Select more than three points to specify the shape of the zone.
- About vertices, the previous and the next one are connected by red walls.
- The first and the last vertex are connected with a blue ball at the position of the mouse cursor by red wall.

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5. Once the shape is defined, press the [Enter] key to fix it.
6. Press Enter to start Zone editing mode again. The defined zone area is surrounded by the red wall.
Note: If the boundary line is not displayed, check "Zone" in the "Display" tab - "Visual Options".

7. Press the [ESC] key to finish the zone creating.
It is possible to edit the shape of created zone by the following three methods.
- Select vertex
Doubleclick a zone then click a vertex. The color is changed to yellow.

Press [v] key to move the camera to the viewpoint from the sky. At this time the camera mode becomes satellite.
(1) Add vertex
Move the mouse cursor on the red wall to display a blue ball at the cursor position. Click it to add a new vertex.
(2) Move vertex(A) With mouse cursor
Select a vertex to move, and drag it. It moves according to the mouse cursor and are fixed at the point where
dragging stops.
(B) With mouse movement-132-Select a vertex to move, and holding down the left button with pressing [Ctrl] key. It moves according to the mouse
movement. Release the left button or Ctrl key to fix the position.
(3) Delete vertex
Select a vertex to delete, and press [Backspace] key. The vertexes on both side of the delete one are connected.
Finish zone editing
Click "OK" button in the "Zone Editor" to finish the zone editing. The zone editing mode finishes and backs to thenormal main form.
Press[ESC] key on the zone editing to cancel the operation and back to the normal main form. All changes arecanceled.

Building creating (Zone editing)
It is possible to create an object by specifying its bottom shape by an arbitrary polygon. The bottom shape iscreated using the zone editing function.

There are two methods to create an object.
A. From the ribbon menu
1. Open a new project.
2. On the Edit ribbon, select Create Building in the Zone Editing group.

3. The function of creating building starts, and the mode is changed to the shape creating mode. Create the bottom
shape, and press [Enter] key to change the mode to the option editing mode and open the Building Generator form.

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B. From the existing Zone
1. Create the object using the existing zone.
2. Click a zone to change the mode to zone editing mode.
3. On Zone Editor form, click Create Building button.

The generated model can be edited from the edition form. When starting the option editor mode, the following
Building Generator is opened. Easy editing can be done on this form. Click OK after edited to apply the changes
directly.

Saved objects can be treated as 3D models. Click on an object in the 3D view to display the Model Tool. It is
possible to change the position (horizontality and height) and rotate angle.

The Model Editor form will be displayed when the Edit button in the Model Tool is clicked. More detailed model
editing such as model type, slope angle, and scale is available.

-134-Forest creating (Zone Editing)
The forest creation function using zone edition function is a function to create forests in a specified area on the UCwin/Road. The forest can be created by putting trees within the area specified using zone edition function.

There are two methods to create forests.
A. From the ribbon menu
1. Start the UC-win/Road and create forests.
2. On the Edit ribbon, select Create Forest in the Zone Editing group.

3.After selecting it, the forest creating function is started and it changes the mode to the area creating mode.
Specify an area to create a forest.
B. From the existing zone
1.Click the "Create Forest" button in the "Zone Editor" for the zone already created.
2. Specify the area to create the forest. Click on the vertices of polygonal area to create the forest in order.
3. After specifying the forest creating area, press the [Enter] key. Then, the area creating mode is finished, a forest
made in initial value and the "Forest Generator" is displayed.
Hint
Selecting a placed forest tree opens an edit screen for the selected tree. The position, display angle, etc. can beedited individually on this screen.After adding the tree, inputting the attributes and clicking "OK" button, trees are-135-

placed in the specified area at the rate specified.

Download features (Zone editing)
The download feature function is one of the zone editing function that creating zone on the specified area in the
UC-win/Road, in which we can download to arrange building and forest models defined by OpenStreetMap on theinternet.
There are 2ways to import zone information.
A. Download features from ribbon menu
1. Start UC-win/Road and create a project.

2. Click Download featureson the ribbon menu to start zone creating mode.
3.Specify the area where to get infromation. Click on the vertices of polygonal area in order.
B. Download features from zone editor
Open the Zone Editor form the existing zone and click "Download features" button.
After creating a zone, select features to be downloaded.

Edit objects to generate
After downloading the features, the "Select Features" form is displayed, on which there is an features list generated
with the initial value. Using this form, it is possible to edit a object to be imported finally.
Add building object to library
A building object created using OSM(OpenStreetMap) import function is not added to a model library by justcreating it. To add it to library, select it severally and click OK inthe "Model Tool" form.

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Select Features Form
After downloading buildings or forest infromation, a form is opened to select objects used on UC-win/Road. On thisform, choose to save generated objects(on a project) or not and edit the namesand the parameters. Parameters
can be edited in the same way as forest creating and building creating.
Click "Download" button in "Select Features"form to display objects with default settings and the object list.

Object list(unfolded)
Open Category to unfold the list.
The selected object on Model list is displayed with hilighted colour.
▼When selecting a building object▼Whenselecting a forest object

Save
Save the objects or not by checking or unchecking the checkbox in object list.
When unchecked, the model is hide temporarily on the main screen. And when checked again, it is displayed
again. check/uncheck a category name to select all objects of the category together.
RenameClick the name column on Object list to reename.
Editing objects
Click the setting button (icon) on object list to edit the selected object.
But the model is unchecked, it is uneditable.
When clicking a setting icon of forest type object, the same editing form as forest creating function is displayed.
When building type object, the same editing form as building creating function is displayed.

-137-

Copy
Click the Copy button (icon) to copy and retain
the editing infromation of the object list. One
infromation per model type can be retained.
Paste
Click the Paste button (editing information.

icon) to overwrite the

Object information
Select a object on object list to display the object
information on the right window.

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Parametric model
It is possible to generate parametric models. Open the model panel from Home Ribbon - Edit tab - Library.

Models panel
Loadable objects: Signs, Stairs, Escalators, Polygonal column (prismatic column and cylinder), Ladder, Wall andBarrier
Go to New – Model, select a model to load. It is possible to edit the parameters from the right-click menu.

EditorExample: Editing newly created / loaded stairways.
Set the staircase reference point, kick height, tread length, landing spacing, and texture for each section.

-139-

Arrangement of parametric models
Select a model and click on 3D space.

Click Edit on Model Tool to open the Editor again.
On Instance tab, check "Apply changes to all instances which share the same model" to apply them to all instancesof this model.

Instances tab
On the Instance tab, the entire height and the depth of the landing can be set and the stairs can be customized byadding, editing and deleting the wall and handrail. Please refer to Help for the setting parameters.

-140-

FBX Scene
UC-win/Road supports high accuracy FBX file.
It can be imported and edited from Edit - Scene - Library - Model Panel - Menu – Load and Download.

1. Load FBX file
Load or download FBX scenes (.fbx). The new model is registered and added to the model panel.
Supported file types: FBX (*.fbx), 3DS (*.3DS), DXF (*.dxf), Collada (*.dae) and Alias OBJ (*.obj).

On the import screen, check the import settings if necessary.

2. Edit FBX file
Edit FBX model on FBX scene editor.
Set the position, orientation, and scaling offsets for the scene on the Offset tab.

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On the Structure tab, expand the structure and click

to open Fbx node editor.

There are four types of channel: Diffuse, Emmisive, Ambient, Specular and Transparent.
Each channel contain the colour attribute, but Diffuse and Emissive channels contain the texture attribute.

On the Option tab, set up the illumination rendering coefficient and animation for the scene.

The Sound source tab is used when an FBX scene model is used as the sound source in a noise simulation.

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3. Assign FBX model
The registered scene can be assigned from Add Drtails button.
Select a "FBX Scene" from the list.

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Texture Tree
it is possible to download materials of tree and arrange it.

1. Arrange
Go to the ribbon, Edit - Scene - Library - Model Panel - Menu – Load, Download, or click.

Choose a texture from Model Panel. When the height of the tree is not specified, it is randomly set.
After arranging it, It is also possible to change the size from Add - Model Tool.

-144-

2. Roadside Tree Editor

It is possible to place trees as a roadside model. Go to the ribbon, Edit - Road - Side Objects.

On the tree tab, select a model and click Edit, or double click on a model to open the editor.
Set up the following parameters: Road name, Distance (distance from the road starting position), Offset (distancefrom the roadside), Rotate, Height, dH, and side of the road.
On the Group tab, set up the following parameters: Number, Start Position (the distance from the starting point of
the road) and Spacing.

3. Create forest
Clicking more than one points holding Ctrl key and go to "Create Forest" on the right click menu.

-145-

On the editor, set up each parameter. Click OK to generate forest.

To delete it, hold the control key while selecting the terrain area, then right-click to open a menu and click Delete
Selected Trees.

-146-

3D Tree
1. Register and Edit
To create a 3D tree newly, open the Models Panel by selecting the ribbon, Edit - Scene - Library, and select themenu. Go to New - 3D tree to open the 3D tree editor.

3D tree is roughly divided to "standard tree" and "palm tree".
"Standard tree" is composed of the tree, trunk, branch, leaves and blossoms.
"Palm Tree" is composed of the tree, trunk and leaves.
"Instance Default"
Check the following options as needed: Show Leaves, Show Blossoms, Wind Blows Leaves and Wind Blow
Branches-147-

On the tree tab, set up the tree type, name, bend, and shape.
On the Trunk tab", set up the parameters of trunk.
On the Branches tab, set up the branch angle, positions, density.
To edit the shape profile, drag the point.

On the Leaves tab, set up the leaf size, positions, density, flatness, colour variation.
Check the following options as needed: Show Leaves, Show Blossoms, Wind Blows Leaves and Wind Blow
BranchesOn the Blossoms tab, set up the blossom size, density and texture.

-148-

2. Load and download
On Models Panel, go to Load load or download 3D tree.
Or click Edit – Scene – Tree to open Tree List Editor.

or Download - 3D tree (*.tree) to

3. Arrange
Select a model on Models Panel, and click on any points where to arrange it.
The arranged 3D tree can be moved with "Model Tool". It is possible to enable "Show Leaves", "Show Blossoms","Wind blows leaves", "Wind blows branches" and "tree age".

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Flag
Go to Edit - Scene - Library - Model Panel to load or download a flag.
Choose a texture of the flag, and arrange it. Click it on main screen to change the size and the position on Model
Tool.

Set the height of the flag and the pole.
Choose from "No Pole", "Line Pole" and "Solid Pole"
If "Cloth Flag" is checked, the flag will move more realistically according to wind speeds. Enable movement via theEnvironment button in the tool bar, or go Options - Environment Movement”

wind speed on Visual Settings. Also, it is possible to change.

By assigning black colors to a part of the flag model, it is possible to have non-rectangular shaped flags-150-

Fire and smoke
Fire and smoke can be visualized. Various phenomena such as flame, smoke, steam and sparks from a fire can bevisualized.

Fire and smoke
Select fire or smoke from t Models Panel.

Once a fire or smoke texture is selected, the cursor will be changed to. Click on a position to put a fire or
smoke in the main screen. Texture of fire and smoke can be downloaded from our database.
It is possible to edit the life time and initial velocity of the fire or smoke already arranged.

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Click Advanced to open Fire and Smoke Editor. Please refer to Help for the setting parameters.

Petals and leaves falling from the trees and water splashing can be visualized by changing the texture of particles.

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Smoke tunnel
Smoke and fire inside tunnels can be visualized. Smoke tunnel has a rectangular section. If the source of thesmoke is located inside a tunnel, the direction to which the smoke travels can be set arbitrarily. Furthermore,
placing wind sources will allow the simulation of the behavior of smoke particles taking into consideration the winddirection, and then smoke particles traveling in the wind direction.

Go to the ribbon “Edit” - "Smoke Tunnel" –.

1. Click the "Create" button in the "Smoke tunnel editor" window to open "Smoke tunnel creator".

2. In the Smoke tunnel creator, select a road in “Select a road” list. Tunnel(s) that exists at a certain interval along
this road will be listed under “Select a tunnel” on the right.
3. Select a tunnel from this list and click “Create from tunnel”.
4. Newly created settings will appear in the "Tunnel list" in the Smoke tunnel editor.
5. Click "Add" in the "Wind sources" box. Click a wind source item to set the position as a distance from the tunnel
entrance. Wind speed can be set in km/h. Therefore; tunnel entrance is represented as 0m. Set a value bigger
than 0km/h to add speed to wind.

6. Click the "Environment"
button to place the smoke within the tunnel and move it in the direction been
set. Smokes placed inside the smoke tunnel all move in the same direction.

-153-7. Check "Smoke tunnel" on "Display" tab in "Visual Options"to show smoke tunnel with blue frames,
and displayed the wind sources and wind direction in magenta. Click on smoke to appear a yellow lozenge in
the area.

*If the smoke does not move in accordance to its settings, it may be partly buried. Increase its altitude a bit to movethe way that it has been set to move.

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3D Text
3D text can be placed on the space.
Go to Edit - Scene - Library - Model Panel - 3D text.
Enter a text and define settings on 3D Text Model Editor. Click on a position to place it.
If Face to camera is checked, the model can be rotated along the view point.

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Video Wall
It is possible to place a video wall, which represents an electrical bulletin board.
On the Model Panel, go to Menu – Load or Download – Video Wall on Models Panel, select the video wall and click
at a point to place it on.
Available video file extension: Avi, mpeg, mpg, wmv, mp4, mov, flv, f4v, mkv, mts, m2ts

Click it on the main screen to open Model Tool. The position can be set as the ordinary model. The height can be
set from [Edit model]-[Video walls] form.

Turn on "Environment"

to play the video.

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Switching between Viewpoint Positions
It is possible to change, save and edit viewpoints. Also it is possible to switch between them.

1. Save Current Position

Right-click in the main window to show the pop-up menu and select "Save Current Position".Or from the main
menu, ribbon Home – Camera Position - Save camera position.
The current camera position is saved as "Camera Position x".
Several camera positions can also be saved. The numeric keys 1 to 0 are automatically allocated to the first ten
saved camera positions.

2. Move Camera To

Right-click in the main window to show the pop-up menu and click Move Camera To to show a list of the saved
camera positions.
Or from the main menu, select one of the camera positions in the combo box from Home – Camera Position.

3. Add Camera Position

Right-click in the main window to show the pop-up menu and click Add Camera Position… or go to Home –Camera Position and click
possible to set up the details.

to save the current camera position. The "View Editor “is opened, where it is-157-

Refer to Help for the settings

Example of mirror-158-

4. Edit Camera Positions
Right click on main screen and go to Edit camera positions. Or go to Ribbon Home – Camera positions and click.

5. Output landscapeThe screen can be output to printer and file.
・To print: Go to ribbon [File] - [Print]
・To output: Go to ribbon [File] - [Save current image]
Mancellcolor file (.mcs) can be exported at File- Export - Save to MancellColor file…
* The size of saved image is the same as the displayed area on a main screen.
* Refer to [Movie Option - POV-Ray] for output of POV-Ray file.

6. Saved camera view
Open a new screen ("Saved camera view" screen) and display the image from the camera position which isregistered by "Save camera position". By selecting several views, it is possible to view the image from various
camera positions.

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Lighting
On Visual Options, check "Advanced Lights" and "lighting object (bloom)".
Light effects use the Bloom function, which can visualize lights, such as traffic lights, warning lights and headlights.

Without lighting

With lighting

Bloom Function
Select the target model and open the edit window.
Select (a) texture(s) to add bloom on the Textures tab, and check the checkbox. The color of the bloom can beeither the color you set or the color of the texture. It is also possible to enable bloom only at night.
The application of bloom to traffic lights and car blinkers and brake lights is only enabled when traffic flow is
generated.

Without bloom

With bloom-160-

Headlight/Street light
Check "Advanced lighting" on Visual option to enable headlights and street lights.

Headlight
The headlights of the vehicle turn on. Generate the traffic flow, get on a vehicle by clicking and turn on theheadlights.

*The headlight lights turns on by driving, too.
*Confirm the headlights by moving the aspect to outside the car using a mouse wheel or "Movement" tool
*If this button is not displayed, activate the menu "Options" - "Application Options" - "Toolbar" - "Headlight".

Clickfrom Edit – Headlights.

On the Headlight 1 tab, edit the positions and directions.

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On the Option tabs, set up the following parameters: brightness, vertival angle, horizontal angle, elipseX/Y and etc.
On the Reflections tab, edit the reflection values.

Streetlights

Click. And Click on a terrain or a road to arrange streetlights. The source of light can be edited by
selecting the streetlight on the list. When arranging it on the terrain, the streetlights with the same parameters as
the streetlight which was selected previously.

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If streetlights are not represented as they should be placed, the "Street Lights" may be turned off as Visiblemodels . Check "Streetlight" From Home – Environment – Visibility.

The following settings can be edited;
・The color of light・The strength of light・The spread angle of light・The position of the source of light・The irradiation direction*There is no absolute limit on the amount of light sources, but only about 50 of them closest to the main camera arerendered.
Turn on positional display of the street light to display the extension of light. And The selected light is displayed inyellow.

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Basic - Railway-164-

Definition of Horizontal line for Railway
Define the horizontal line, the vertical line and section line for the railway on the UC-win/Road.

1. Simple method
Create horizontal, vertical and section lines by creating road lines. Select cubic parabola and Sign half wave length
curve used on railway line for transition curve used on the turning point of horizontal line. Select single line onvertical line.

(1) Horizontal line
In the Plan View, add start point, turning point1, turning point2, and end point. Refer to Definition of Horizontal
Curve for detail.
Right click the turning point (IP point) and select Edit - Edit turning point.

On the Type tab of Turning point editor, Select a Transition Type.

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(2) Vertical curve
In the Vertical Curve Editor, add the starting point, turning point 1, turning point 2, and the terminal point. Then edit
the added each turning point to form the curve. First double-click the targeted point or right-click it and select Edit
Turning Point...

On the Turning point editor, select the curve type. The difference between the types is only how the curvature of thecurve section changes. In general, the Quadric curve is used for the road and the Circle for the railway.

(3) Section curve
Define the section curve by the same method for the road.

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2．Railway Definition in Details
Railway alignments consist of 3 elements: surveyed centerline (railroad), structural centerline (roadway) and trackcenterline (track). Each has its own horizontal alignment, vertical alignment, and section alignment, which aredefined in the exact respective order. Track centerlines can have cants and turnout switches which lead to othertracks.
Basically, the track and the portion of the roadbed on which the track rides are defined by the track centerline andits cross section, and the roadbed, fill, cut, tunnel, and bridge sections are defined by the structure centerline andits cross section.

(1) Surveyed Centerline - Horizontal Alignment
The surveyed centerline is the designed line for railroad construction planning, which is also used to indicate therailroad distance in reality. It consists of horizontal and vertical alignments, and it is not displayed in the 3D space<IP curve>

1. Open Plan View
2. Click the railroad icon
endpoint (EP).

from a tool bar button or go to Edit - Plan View.
and select “make new railroad”. Add a start point (BP), turning point(s) (IP), and3. Right click on the turning point and go to Edit - Edit turning point on….

4. Specify the coordinates on Position tab (X-Y tab uses world geodetic datum).
5. Define the type of transition curve on Type tab.
6. Define the curvature radius and the length on Parameter tab.

Repeat 4 -7 steps for BP and EP.
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7. Right click on a point along the line and go to Add > Add vertex to… to add a turning point.

8. Click the added turning point to edit it. If it is displayed with a red X, it is too close to an existing transition curve.
Edit its position by changing the coordinates or drag it to somewhere else.

【How to edit the start point station distance on the surveyed centerline】
1. Right-click on a surveyed centerline alignment and go to Edit > Edit properties of….

2. Specify the Start Point Station Distance. The negative value is also possible.

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(2) Surveyed Centerline – Vertical Alignment
1. Double click on a railway centerline or right click on it and go to Edit > Edit Railroad…

2. Change the name at the top left box.

3. Right click on a point to add a vertical turning point and select Add Turning Point, or simply click Add Turning
Point in the toolbar and left-click on a point on the curve.

4. Right click on a turning point and go to Edit Turning Point. Define Left slope, Left distance, Station distance,
Coordinate Y, VCLand Curve type. Repeat it for a start and end point.

-169-

(3) Structural Centerline (horizontal)
Click the drawn surveyed centerline. The line will turn yellow

Structural centerline can be drawn in a similar way as the surveyed centerline. There are 2 methods:
IP Curve: click turning points to draw a line.
Offset Curve: draw a line at the offset from the surveyed line.
＜IP Curve＞
1. Go to Make Railroad button and Add New Roadway > IP Curve.
2. Draw a line and fine-tune by entering coordinates from the right-click menu.

＜Offset Curve＞
1．Draw a line in the same way as IP point and select Offset Curve.
2．Click on positions of start point and end point, then right click to finish.

*Note: In this example, the lines are deliberately drawn with a gap.
3．Right-click on the starting point of structural centerline

4．Edit parameters on Offset tab.

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・Station Distance: Station distance of the structural line.
・Offset: Offset distance from the surveyed line. (Positive: to theright)
・Interval: Interval of plotted points.
Repeat it for the end point.
If the offset values of start point and those of end point are
different, the line will be interpolated.

5．Turning points can be added by right click menu.

6．Right click the added turning point to edit it.

(4) Structural Centerline (vertical)
Define in the same way as a surveyed centerline (railroad).

(5) Track Centerline (horizontal)
Define in the same way as a structural centerline (horizontal).

(6) Cant settings
Cants can be specified from automatic calculation or manual calculation.
There are 2 ways.
A.Right click on the track line in Plan View and go to Edit > Edit properties of railroad track <name>.
B.Right click on a desired position on the line and go to Add > Add railroad track cant calculator to track.

-171-

A: FromProperties window.

B: From Add railroad track cant calculator to track <name>.

・Station Distance・Cant Centre: Conventional Lines use Inner rail, Shinkansen uses Track center.
・Maximum Cant: Maximum allowable cant. If the results are bigger than this, this value will be used instead.

■Manual Cant Setting
Right click on the track centerline and go to Add > Add manual cant calculator to track <name>.

(7)Track Centerline (vertical)
Define in the same way as Surveyed Centerline.

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Simulation-173-

Waypoint (The motion-control point)
The movement of dynamic models can be controlled when passing waypoints on road or flight path.
The following motion settings are possible;- Speed change- Lane change- Viewpoint change (Up and Down, Left and Right)- Focus on a model- Control dynamic models

1. Add waypoint
Right-click on road or flight path in the plan view and click Add - Add Waypoint to Road. It can be edited by rightclicking "Edit" - Waypoint".

2. Movement Settings
Right click on a Waypoint and go to "Edit" - "Waypoint", or double click on a Waypoint to open "Waypoint Editor".
Set up the direction, lane, instance, activate and command, and click "OK" to activate all waypoints.

-174-

4. Command list
Command Name
CHANGE SPEED
CHANGE LANERESETSLOWLY TURN HEADSLOWLY TILT HEAD
TURN HEAD
TILT HEAD
VIEW CAMERALOOK AT ME68
Command of the mobile model
CHECKPOINTSET PROFILE70

MotionChange speed
Change laneArgs 1
Change speed
Inside/outside direction, rate*(Range -100% ~ 100%)
Apositive value: to inner lanes
A negative value: to outer lanes.
100% always makes vehicles change lanes
to the specified direction.
Cancel in the operation Speed after RESET*0 maintains the current speed.
Change the viewpoint to Angle
right or left by 45*Positive value: to the right.
degrees per second
0 means straight ahead.
Change the viewpoint to Angle
up or down by 45*Positive value: to the right.
degrees per second
0 means straight ahead.
Change the viewpoint to Angle
right or left
*Positive value: to the right.
0 means straight ahead.
Change the viewpoint to Angle
up or down
*Positive value: to the right.
0 means straight ahead.
Change the monitor
Display saved camera views.
display contents in the *0 turns off the car monitor.
3D cockpit*1~998 displays a view corresponded to thenumber. And blank will be ignored*999 switches the monitor to complete 2D
perspective.
Focus on a specificArgs 1model69

Args 2Start the movement ofdynamic models
Used in scenarios

Change speed－

Inside/outside direction, rate
*Range -100% ~ 100%
A positive value: to inner lanes
A negative value: to outer lanes.
100% always makes vehicles change lanes
to the specified direction. .
Speed after RESET*0 maintains the current speed.

－

Angle
*Positive value: to the right.
0 means straight ahead.
Angle*Positive value: to the right.
0 means straight ahead.

－

LOG START71

Set the profile to be
used
for the log export
Start logging data

LOG STOP72

Stop logging data－

Changedistance

－
－

－

－

－

－

－

－

－

Notes
・Movements are automatically reset at the start of roads / spline roads / flight paths
・If view perspective has been changed at the initial stages of a movement command, it will remain unlessotherwise changed again. It does not affect the movement direction.
Flight path only
Requires model that has action commands set, or model that has the “control target” checkbox checked.
70 Requires log export plugin
71 Requires log export plugin
72 Requires log export plugin
68
69

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・The following does not affect movement controls:‐ Deleting a model after it has been setup in waypoint window, the command would still remain.
‐ Deleting the action commands after setup will cause the command row to read “>‐ DELETED -<”・Commands other than “CHANGE SPEED” and “CHANGE LANE” has no effect on the traffic flow.
・CHANGE LANE :(e.g.)
To make 30% of the cars traveling on lane 1 change to lane 2: Select 1 in Lane column and in Args1 enter 30%.
To make 30% of the cars traveling on lane 2 change to lane 1: Select 2 in Lane column, and in Args1 enter -30%.
To make all cars in lane 3 never change lanes: Select 3 in Lane column and in Args1 enter 0%.
Note: Lane changes are limited to adjacent lanes only at a time. It is not possible to skip lane, such as changing
lanes from lane 3 directly to lane 1.
・Animated model commands：The model must be animated to have an effect.
*Starting from Ver. 8 or later, it is possible to add movement control points in the intersection editor.
Here, traffic flow speed control and scenario event progression can be defined.
・Open intersection editor, right-click on a drive path and select Add Control Point.
・Control positions are measured from the starting point of the drive path.

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Vehicle Settings
Set a running vehicle to be used in the simulation.

Car Performance settings
Go to Edit Scene - Library - Models panel
Model Editor.

and select a vehicle. Double-click on it or click Edit to open the

For the setting items, please refer to Help.

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Setting display for truck

for trailer

On Vehicle editor – Axles, It is possible to select a vehicle performance profiles from Small car, Medium car, Largecar, SUV, Sports car, Scooter, Motorcycle, Truck, Bus, Cab/Trailer, Smartcar or Wheelchair.

On the Vehicle editor – Car light, it is possible to set up the right/left turning lights, hazard lights and brake lights.

If the model type is set to "Car", "Wheel" tab is enabled.
Select the node to operate as a wheel and then select the front wheels, back wheels and chassis.

-178-

3D Cockpit settings
Mount a 3-D cockpit in a driving car to present more realistic landscape views from the car during driving
simulation.

(1) Applying an interior model
Select a 3D cockpit on Model List from Edit - Scene - Library – Model.

The currently set viewpoint positions of the driver and passenger are displayed as dots in the 3D space.
Edit the viewpoint positions of the driver and passenger.

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Handle settings
Select the parts of steering handle in "Parts settings" on Interior editor tab, and specify it as "handle". It rotatesaround the rotation axis.

-180-

Mirror settings
Select and configure the part that corresponds to the mirror in Parts settings on the Interior editor tab.
Enter the mirror type, yaw/pitch angle, and vertical angle of view. If "Show Exterior" is checked, the driving scene
and the exterior of the vehicle will be drawn. If not checked, only the driving scenery will be rendered.

Monitor settings
Select the part of monitor in "Parts settings" on the Interior editor tab, and specify it as "navi".
The content of the display can be switched in the pop-up menu displayed by clicking on the monitor of 3D main
screen. Also the display can be switched at an arbitrary position on "Edit of the operation control point" screen.

(2) Application to a driving car
Select a model on Model List and click edit.
On Vehicle editor tab- Interior tab, it is possible to select a interior model to be apply.

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Vehicle Movement Model
When the DS plug-in is effective, the dynamics model in the vehicle can be set.
Under this tab, vehicle dynamics models can be chosen. Dynamics model and will affect some detailed vehicle
driving characteristics. This has no effect on the cars that are not currently under direct user control.
The vehicle engine braking mounted and vehicle mechanics settings for the engine are updated.
Setting Items: Number of gears and ratio of each gear, Torque curve of engine, Weight range track pitch of vehicle,
Power of brake, Radius minimum rotation radius of wheel, Coefficient of vehicle air resistance and Transmission
parameter.

Add custom reference point
A custom reference point enables to adjust view point of mirrors different in size. Click Add custom reference pointfrom Model – Reference point tab and add a reference point of default position and direction. After adding it, it ispossible to edit the name, the position and the direction.

Left: Before

Right: After

Use this tab to add and edit a reference point or a view point to adjust a position of mirror.

-182-Viewpoint adjustment of side mirror point
This function adjusts images on a side mirror or a room mirror seen from a cockpit. A mirror of 3D cockpit reflects
the physical position relation. If the body does not match with the cockpit, the mirror of cockpit may reflect themirror of body.
In such a case, by adjusting the viewpoint of images, unnecessary parts are not reflected in the mirror, so that theexpression is more natural.
Hint：
By clicking any parts from Model – Texture tab, a popup menu of Add custom reference point is displayed. Click it
to add a reference point at the center of gravity of the part. It is useful when a mirror is registered as a part.

Mirror settings
Mirror settings are defined from Vehicle settings – 3Dcockpit – Mirror settings. If the cockpit has some mirrors,
settings can be defined for each mirror.

-183-

Traffic Flow Settings
Generate traffic flow on the created road. Go to "Edit" - "Traffic" – "Generator"

1. Traffic Generator Editor / Traffic Profile Editor
Select a road and click Edit on Traffic Generator List, and then set up the initial speed, rate, time and lane on Traffic
Generator Editor.
Click on Profiles…on Traffic Generator List to define traffic profiles. Traffic volumes and the proportion can begenerated automatically for each road.

2. Start Traffic
Click the Start Traffic

button. Traffic starts according to the settings.

It is possible to check the status after a certain period of time from "Home" – "Simulation" Tab – "Run Traffic".
It enables to shorten the waiting time for generating traffic flow. Click Close during calculation to generate the traffic
flow at that point.

Traffic settings etc. can be changed during the simulation. Go to the ribbon, "Edit" – "Traffic” - "Generator"
When the traffic flow has stopped due to congestion, cars that are causing the congestion can be excluded by themethod described below. The car can be excluded for Ctrl+Alt+"D" + click.
-184-

3. Vehicle Group Setting - Performance profiles
The types of vehicles traveling are grouped together to control traffic flow.
Go to Edit – Traffic .
Performance profiles and Sound profile to show the Vehicle Group Editor. Click the [New] button to create a newgroup.

Clickon the Performance profiles, it opens Vehicle Performance Profile Editor.

On the Global Parameters tab, set up the parameters of the vehicle.

-185-

On the Dynamics Parameters tab, set up the properties of vehicular dynamics.

On the Engine tab, set up the amount of engine torque.

-186-

On the Transmission tab, set up the transmission and vehicle layout.

The Suspension tab is displayed only when "Suspension mechanics" is activated on "Global parameter".
Set up the roll/stiffness, spring compression and damping coefficient.

-187-

The Wheels tab is displayed only when "Advanced Dynamics” is activated on "Global parameter".
Set up the geometry settings of wheels.

On the Dashboard tab,set up the dashboard items that are displayed when driving.

-188-

On the LKA tab, configure parameters of LKA (Lane Keep Assist)

It is possible to provide feedback to the game controller based on the amount of lane protrusion. Configure-189-

4. Vehicle Group Setting - Sound profiles
Clickon the Sound profiles, it opens Vehicle Sound Profile Editor.

On the Engine tab, set up the engine sound.

-190-

On the Wind tab, set up the wind noise.

On the Other tab, set up the sound for engine start/stop, ambient vehicle sound, and horn sound.

On the Signals tab, set up the sound for the turn signal and the back signal.

-191-

5. Traffic sink/source
It is possible to put the position of sink or source the traffic vehicles except starting or end point.
On the Plan View, right click on the road and select [Add]-[Add Traffic Sink/Source to Road.
Right click on the yellow node to edit it. Select [Edit]-[Edit Forward (Backward) Traffic Sink/Source]- To Sink Traffic
At [Sink], check vehicle group to make sink in Enabled and
set its rate by percentage.
Example0: No sinking at the point
100: All vehicles are sunk

- To Generate Traffic
1) At [Source] check Enabled and add phases by [Add] button
2) Set time, rate and profile of each phase.

6. Intersection Drive Paths and Vehicle Counts
At the entry points for each intersection, it is possible to set the rate at which vehicles will travel in different lanes.
In the Plan view, right click on an intersection and select [Edit] - [Edit Intersection]. In the Intersection Editor, go to
the [Drive Paths] tab.
1) Click green arrow at each entry point.
2) Check vehicle groups and click [+] to open the route list3) Set a vehicle weight (rate) for each route* If weight is 0, no vehicles drive on the route.

-192-

7. Queue lengths setting
It is possible to set vehicle queue lengths where traffic begins.
On the Plan view, right click on an intersection and select [Edit]-[Edit intersection] and [Queue length] in theIntersection Editor.
1. Click green arrow at each entry point.
2. Set number of vehicle to put there in each path respectively (0 to 50)
3. Select traffic profile for the path.

This settings can be also set in "Edit intersection" appeared by right clicking after selection the intersection on main
screen.

8. Vehicles setting at off ramps
At off ramp position, it is possible to set the number of vehicles at each lane.
This setting can be done in the "Vertical Curve Editor" opened in the "Plan View", right-click on a rod, select "Edit" –"Edit road".
1. Open the Transition Change Editor in the Vertical Curve Editor
2. Set rate of vehicle driving to off ramp
- This value is for the vehicle on lane 1 just before the transition point.

-193-9. Vehicle Movement Setting
1. Select a vehicle on the Model List.
2. Click Add Driver on the right.
3. Click Start Traffic button and watch the traffic flow.
*The moving vehicles here are not influenced by signal controls.
*For the second vehicle in a train situation, the "Follow another model" function can be applied.

10. Save and load traffic status
This feature allows the saving of the current traffic for later uses, where it can be resumed from under the exact
same condition. This is useful when a certain traffic condition such as accidents that need to be examined
repeatedly for research purposes. When a traffic snapshot file is loaded, traffic will continue the same way it wasat the time of saving.
■Saving
1.
Go to the ribbon, "Home" – "Simulation" - "Save Traffic Status".
2. By clicking on Save Traffic Status, the current traffic flow condition will be saved. The file format has anextension of “.trs”.

-194-■Restoring
1. If there is still existing traffic flow, it must be turned off first.
2. Go to the ribbon, "Home" – "Simulation" - "Restore Traffic Status"
3. Select and load the previously saved .trs file.
4. Once loaded, the traffic flow will be restarted from the condition restored.
*If traffic already exists on at the time of loading, the condition written in the trs file will be integrated into the current
status instead of a full restoration.
*Multiple conditions cannot be loaded simultaneously.

-195-Traffic Light Control
1. Detailed settings
Select a traffic light model on the Model Lists, then click Edit to open the Model Editor.
Expand the model under the "Texture" tab. It is possible to verify the lights and each object.
Open "Traffic Light Editor" tab to display the layer of the model and select a blue light. Set it as "Main Green Light"
from the drop-down menu on the right. Repeat it for yellow and red.

Set "Right Green Arrow" for the right turn signal. Also, it is possible to test the settings from "Model" "Test" radio
button. The signal setting can be adjusted according to the country locations from "Options" – "Application
Options".

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2. Intersection Traffic Light Control
Arrange a traffic light model at an intersection.

Click the intersection and select Edit intersection from right-click menu to open Intersection Editor.
On the Stopping points tab,
①Click → on the intersection admission-port.
②Click a driving route.
③Uncheck "Use the default". Drag or enter a value.
Repeat them for each route.

Then, select a signal and an access road on "Traffic
control” tab.
①Check "control with a signal" on "standard setting".
②Click a green line on the intersection admission port.
③Click "Edit list" button and select the traffic light to control
the road direction.
It is displayed in the following color.
･ Choosing: Green･ Unregistered: Light blue
･ Registered : Red･ Registered as the other traffic approaching point: Blue-197-

To control an intersection without traffic lights,
choose a control type of the selected approach
point. It is possible to control the priority settings.
Check "Override" to overwrite it.
Hint:By checking Controll with traffic lights, thesignal phase is enabled.

On the "Signal Phase" tab, it is possible to change
the signal on each road direction by each travel
pattern① Set traffic lights for each phase. Click the colors
and the arrows of the traffic lights to change them.
Uncheck "Lights Control Traffic" to set up traffic
lights and driving paths separately.
② Enter the lighting-up time for each signal on"Signal Time". (Check "Default" or enter optionaltime)

The settings can be confirmed on the phase list.

3. Traffic control simulation
Return to the main screen and generate a traffic flow controlled by the signal.

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Traffic Connector
By adding Traffic connection points, it is possible to move momentarily from one road to another when driving on
the road.
Traffic connectors allow to drive various road routes without having to drive manually and It is possible to create
long roads in sections only where necessary, allowing for continuous manual operation.
Furthermore, even if the vehicle is driven or driven to the edge of the road, it can be returned to the point where it
can be driven again.
In Plan view, right click on a road and chose "Add Traffic Connection Point". Set 2 points: an entrance and an exit.

Go to "Edit"- "Edit Traffic Connection" to edit the connection .And it is possible to add or delete it.

Edit the entrance point and the exit point on Traffic Connections Editor. Select a connecter and click “Configure
traffic connection point” to list all connection point. It is possible to change the direction and position.

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After settings, the traffic connector is enabled. The traffic moves from point 1 to point 2 instantaneously.
1１

2
2

1
１

- It is possible to drive on various routes by using a traffic
connector even if it is nota manual drive.
- It is possible to divide a long route into several parts so thatthe manual driving can be done continuously.
*After reaching the edge of the road, the driving can berestart.

2
2- The connection from the edge of the road to another edge
is also possible.

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Road Obstructions
Hold Shift+Ctrl+Alt and click on a road to create an obstruction.
Click the collapsed area or go to "Edit - Edit Obstructions", to open Road Obstruction Editor.
Set up the position, length, Lead In / Out, margins, speed limit, right and left lane as well as the display method.

Left: A road collapse as a result of a falling bridge girder.
Right: A road collapse using a highway-regulation model.

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Movable Model Settings
It is possible to apply movement settings to models.
Example: "Constructionmachine" - "Mini shovel" from RoadDB

Click on the model and open the Model Editor.
On Movement tab, set the grouping and the model parts to work. Then add actions.

On the Command tab, register the procedure of operations to the command list. And On the Key tab, it is possible
to allocate hot keys.

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Driving Simulation*Note
When using controller like steering wheel, axel, brake etc., connect it to PC before activating UC-win/Road.
Go to File - [Application Options] - [Game Controller Options] after activating it.
Operate the joystick, steering wheel and button, and confirm each axis in Driver /Walkers setting to Pilot mapping.
On the Drive Responsiveness Settings opened by clicking "Default" button on the Drive / Walker Settings, input thenumerical value in a field of each reactive property such as steering and brake to set the play for each axis. 1.0 isfor no play and the bigger the value is the bigger the play becomes.

Click Ribbon [Home] - [Navigation] -to start driving.

1. Driving Simulation
Click "Drive" button to open the setting form.
If the "Off road allowed" is checked, it is possible to startdriving and drive out of the road.
Select a driving direction from the driving method.
And Set up the following parameters
・Driving lane
・Start driving position
・Limit value of max speed and initial speed
・Lock Speed・Start with stopped engine・Start with parking brake ON
Select a car from the dropdown list.
*Model and trailer can be selected separately-203-

To drive on offroad, go to Edit- Road -and add and edit the start position of offroad.

2. Traveling Simulation
Click Drive button and then click "Travel on road".

After enabling the settings of the driving direction, lane, initial position, initial speed, view point height, it is possible
to start travelling on the road.
To keep the driving speed stable, check to Lock Speed.
Depending on the specifications, it may take a while before the simulation begins.
It is possible to make use of the ramp to enter another road. Check Ignore waypoints to ignore waypoints whiledriving.

Operation keys
While travelling, the travelling speed can be adjusted by pressing "↑" or"↓" on the key board.
In addition, the driving lane can be changed by pressing "←" or "→"Pause, ResumeStart/Restart[↑] key: 5km/hr acceleration[↓] key: 5km/hr deceleration[←] key: Move to the lane on the left[→] key: Move to the lane on the right[Ctrl]+[↑]or[↓] key: Look up or look down
[Ctrl]+[←] or [Ctrl]+[→] : Look left and right.
[PageUp] key: Increase viewpoint height[PageDown] key: Decrease viewpoint height-204-

The number keys: Change the viewpoint by every 45°
Holding down [Ctrl] + [Alt] key and clicking on another vehicle: Move the viewpoint to the vehicle.
Holding [Alt] key and clicking on the road: "Road Information" screen will open.
It is possible to change the visual settings with "Visual Options".

■Navigation Function-By going back while rotating a mouse wheel, it is possible to trace a vehicle.
The target object is enclosed in a green frame. Camera can rotate and satellite around it.
-When dragging the mouse while keeping right-clicking, a white ball appears. And it is possible to rotate around it.

■Auto Driving/ Manual Driving
Click "Traffic Movement"

Click to select a vehicle and ride on the passenger side.

The direction of the viewpoint can be changed using the number keys.
[1]: Lower left[2]: Down[3]: Lower right[4]: Left[5]: Front[6]: Right[7]: Upper left[8]: Up[9]: Upper right
By pressing [Enter] key while sitting on the passenger seat, the view will switch to the view from the driver seat. It is
possible to drive with a steering wheel, accelerator and brake.
The interior of the vehicle will change depending on the vehicle. The car, bus, truck and the motorcycle areavailable.

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Vehicle

Bike

Bus

Bicycletruck■Multi-screen display
It is possible to display driving and pedestrian simulation with multi-screen. It contains of right, left, front and rearview.
The views can be displayed or hided from the ribbon, Views - Left, Right and Rear.

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Pedestrian Simulation
Click "Pedestrian" button and open "Pedestrian Settings".

It is possible to simulate walking on terrain, carriage-way, and the sidewalk. It can be moved forwards andbackwards using "↑" or "↓" and right or left using "←" or "→".
Change direction by dragging on the mouse.
Increase the speed by pressing "Shift". Press [J] key and click on the field to jump there. Collision is valid whenmoving slower than 40 km/h.
Height of obstacles that avatar can jump over can be changed from "Home" Ribbon – "Navigation" – "Navigation
options".
*Walking can also be simulated by assigning a flight path for the Pedestrian.






The MD3 character model displayed as avatar on "Navigation option" screen can be selected.
It is possible to walk by the operation only with the mouse. The pace of walking is changed when the mouse is
moved back and forth while clicking, and it rotates right and left when moving it right and left. The direction of
the gaze is set forward of the direction where it walks. The distance with avatar can be adjusted by using themouse wheel. The setting of the operation can be changed on an optional form of the navigation.
The game controller is also available. For instance, when the steering wheel is used, the direction where it
walks can be controlled by turning the steering wheel right and left. The pace of walking can be adjusted bystepping on the gas pedal.
When the walking mode is begun, the camera is moved to the height of person's aspect even if whatever it isunder the camera. (Therefore, it is not possible to walk on in the air and the geographical features which are
not seen.)

Walk and run
The pedestrian can walk on roads, a ground or any models.
It is possible to change the height or the walking speed of the pedestrian in the Navigation Options.
The camera can be moved by keyboard and rotated by mouse. The 3D mouse enables to do both, then the mousewheel is disabled.
It is also possible to run. The running speed changes according to the walking speed and the Boost factor definedin the Navigation Options Form. Over 40km/h the pedestrian can only run over the ground.
Collisions
The pedestrian can notice the obstacles and bump into whatever prevents from going further. He will bump intothings higher than him or things too high to be climbed. If a slope is too high, he cannot.
It is possible to bump into obstacle on the side or behind the pedestrian.
The pedestrian can go inside a model which has an entrance way.
If there is an obstacle higher than ground level but lower than the pedestrian, he will bump into it.
Moreover, if the width of the way is lower than 80cm it will not be possible to go further.
(Over 40km/h, the collision check is not available).
Climb and fall

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The pedestrian can walk over anything lower than 40% of his own height; therefore what can be climbed depends
on the pedestrian's height. Over 40%, the pedestrian will bump into it. If he is on something high, it is possible tofall up to 120% of his own height. Over 120%, the pedestrian will not go further.
CrouchCrouching enables to go under obstacles that are too high to be climbed and too low normally walk into. When thepedestrian is crouched the height of the camera is Crouched height defined in the Options.
As long as he is under the obstacle, if the pedestrian can bump his head, he will not stand, even if the keyboard
key to stand is pressed. When the pedestrian is crouched, changing the height with the keyboard will change thecrouched height. To change the height, it will stop changing before the real maximum if there an obstacle.
Jump
If there is a narrow hole in the way of the pedestrian (smaller in distance than the height of the pedestrian), it will bepossible to go over it and reach the other side of the hole without falling.
The jump function of the Free mode is also available in the Walk mode. Therefore, the option is available in the
popup menu and it is possible to jump to the point clicked with the mouse.
The camera will be moved on the exact position and then be adjusted to allow walking at the new position.

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Flight Simulation
It is possible to do “Free Flying"and flight simulation "Fly About".

.

Create the flight path on the plan view.
Click "Make Flight Path"alignment.

or select it on the right-click menu. The settings are the same as the road

From main screen, go to the ribbon, Edit – Flight path – Make Flight Path or Edit Flight Path.
The driving and walking paths are also possible.

Select a flight path and click on the blue arrow to add it into the flight path sequence. It is possible to select someflight paths and fly along them continuously. Specify the starting and finishing position, flight speed, height offset.
e.g.)For walking path, input 1.5m as the height.
Roll means the inclination during the flight.
The flight speed can be changed at a rate of 5km/hr using [↑] key or [↓] key.
The number keys will allow change of 360 degrees viewpoint for every 45 degrees.

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Bicycle Simulation
The bicycle can be driven on a flightpath or on an off-road.
This screen will not appear if the project does not have an off-road start or flight path.

From the ribbon [Home] - [Navigation], select "Bicycle".

There are 2 modes; Off road and Flightpath.
Offroad – Start driving on the offroad start position. This is available when an offroad starting position has been
already added. A list of valid off-road starting positions will be displayed. From that list, select the off-road position
to start bicycling.
Flightpath – Start driving on the flightpath. This is available when a flightpath has been already registered. A list ofvalid flight routes is displayed. Select a flight route and specify the initial position and travel direction.
It is possible to select a model registered as an MD3 character as a bicycle model. Please select an MD3 character
that can be used for bicycle riding.
Click OK to start driving.

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Simulation using Visual Options

It is possible to simulate various scenes using.

Examples▼Spotlight▼Spotlight while night driving▼Sun and shadow▼Sunset▼Headlight-211-

■Weather▼Rain▼Puddle▼Snow▼Splash-212-

Scenario
Scenario is a series of events from the start to end of the simulation. It consists of two or more events generated
according to conditions. By performing simulation based on the scenario which is created to reflect events that may
occur in real life, and conditions to test, the intention of VR creation can be attained more effectively.

1. Scenario function
This shows the foundations of an event and a scenario

Operation flow

Start driving

Reach point A

Reach point B

Start

Appearance ofEvent [1]Model Movement
Result Processing＋Message＋Sound, sound effectAppearance ofEvent [2]Model Movement
Result Processing＋Message＋ Sound, soundeffectScenario Flow

End runningEnd

The event is generated when the vehicle arrives at a certain point.
Moreover, message and sound can be generated as a result of the event.
■ Scenario
Scenario is the flow from the start to the end of the simulation. It contains two or more events within the simulation.
■ Event
In the flow of a scenario, an event means on action that is started and ended by the timing condition and the route
condition of the driving vehicles etc. After one event is completed, it progresses to the next event. Triggers can be
defined by waypoints and events. Note that since waypoints are placed on roads and contain certain vehicle ormodel movement parameters defined inside, they are only triggered when directly driving.
A scenario is set up by combining two or more events. Set the condition, action, result, etc to be generated. One
scenario is created by adding as many events as needed.

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2.

Driving through scenario(1) Initial setting
Connect hardware, such as steering wheel, to the computer before starting UC-win/Road.
* Connect the steering wheel and the pedals before starting UC-win/Road.

(2) Adjustment of Device
After starting UC-win/Road, configure the game controller in Game Controller Options from File – Application
Options. Set up the movement of joysticks, steering wheels, or the buttons, which and the corresponding [axis] andbuttons react to the movements.

(3)Driving by Scenario
Choose scenario from list in the "scenario" in the ribbon, Home - Scenario on the main screen.
Push the button of start scenario and operation will start.

Start Scenario

End Scenario

Add Scenario

Edit Scenario

Multi User Editor for Scenario- When the "scenario" ribbon is not displayed, "scenario" can be validated in the License Manager opened by File –License Manager in the License Manager opened by File - License Manager

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3.

Add and edit Scenario(1)Scenario Editor
Clickor clickto open Scenario Editor. On this screen, add scenarios or click on the scenario to edit.

(2)Transitions
The first event that exists in the table begins automatically when the scenario is begun.
It is necessary to set "Exit condition" to link the event with the scenario to trigger other events and scenarios.
Create a new event with "Add" button in the Event list, set the "Number of exit", and select destination event in
Exit1, Exit2,… .
Then selecting the event set in Exit1, Exit2,…, set exit conditions with the Add button in the "Exit condition" List.
Set each transition 1, transition 2, and the destination of each result of the event.
*it is possible to proceed without destination.
To add the exit to the event
Select the number of transitions to be added in exit number row (Exit Number) or input it.
To make the event that makes other events a target
Create a new event with "Add" button in the Event list, set the "Number of exit", and select destination event in
Exit1, Exit2,… .
Then selecting the event set in Exit1, Exit2,…, set exit conditions with the Add button in the "Exit condition" List.
To edit the exit
The selected exit exists in the exit row, which displays the exit condition.

(3)Edit Conditions
Define the condition that the event occurs.
It is possible to specify it from the time condition, the speed condition, the checkpoint street condition, and thecrash condition.
Two or more condition settings are also possible. The event is not begun if there is no condition.
The target event or the scenario begins when all requirements are met.
Moreover, when all requirements are met, the behavior of the event and the scenario can be decided.

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- Time condition
The time condition becomes effective before and after the specified time period.

- Speed condition
The speed condition becomes effective when it is more than the specified speed condition.

- Checkpoint operation at the Waypoints
This condition is effective only when Checkpoint operation at the Waypoints is enabled.
Note: Only the drive simulation of this condition is effective.

- Collision condition
When the target model collides with another model, this condition becomes effective.
True when collide means the condition is met when a collision occurs. True when do not collide means thecondition is met when a collision does not occur. As default, True when collide is selected.

- Road condition
In Argument 1, select the road.
In Argument 2, choose one of the following.
・On the Road: The condition is effective when travelling on the selected road.
・Off the Road: The condition is effective when not travelling on the selected road.

- Direct distance condition
This condition is effective when the distance between 2 target models is more or less than the specified distance.
In Argument 1, choose whether the condition is more or less than the specified distance.
In Argument 2, select the distance.
In Argument 3, click an ellipse button and select a second target model.

- Travel distance to condition
This condition is effective when a distance to the second target models is more or less than the specified distance.
Travel distance means the road distance from a position of the first target model to the second target model. Selecta movable model as a first model such as simulation vehicle or event moving model.

Travel distance is calculated as bellows.：
2 target models on the same road： Travel distance is a distance between 2 models.
2 target models on the different roads or intersections：When the second model is driving in front of the first modelat an angle of less than 15, the travel distance is based on the travel direction of the first model.

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Any other cases: Travel distance is a distance between 2 models.
- Time to reach condition
This condition is effective when a first model reaches a second model sooner or later than a specified time.
In Argument 1, choose whether the condition is less or lager the specified time period.
In Argument 2, input the time.
In Argument 3, click an ellipse button and select a second target model.

- Key event condition
Press or release a specified key of a keyboard to enable this condition.
”On Kay Up” means it is effective when releasing a specified key. “On Key Down” means it is effective whenpressing a specified key.

- Controller button event condition
This condition is effective when pressing or releasing a specified button of a joystick, game controller or steering.
“On Button Up” means it is effective when releasing a specified button. “On Button Down” means it is effective
when pressing a specified button-

Car driver input
In Argument 1, select a driver’s type; Steering, Throttle or Brake
In Argument 2, choose whether the condition is less or larger than the specified value.
In Argument 3, input the value.

- Model click condition
This condition is effective by clicking a specified model.

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- Driving Control Mode condition
This condition becomes effective by changing the driving mode for the driving simulation vehicle.

- Raw driving inputThis becomes active when using the actual operation value such as steering wheel and accelerator pedal as acondition on automatic driving or using ACC.

- When exit condition are fulfilled
It is possible to add an events when exit conditions are fulfilled.

When the event ends, the dynamic model can be managed by "Event model form".
The model that is stopped or deleted can be selected.
Note: This button can only be used when "End Event" is checked.

(4)Calling conditions
When the event is from multiple event targets, the call condition can be defined.
Select the event to display the call condition of the event.

(5)Event editor
To open Event editor, select an event and click Edit.

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■ User simulation tab
Manage the drive simulation on this tab. Set up the simulation command, the parameter for a new vehicle, thesetting of previous vehicle and the view mode.

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■Moving Models tab
Choose travel models to operate. It is possible to define the model, road/flight path, lane, drive from, start position,
initial speed, wanted speed, frequency, etc. for each model.

■Model Control tab
Here, configure the behavior of the target model.

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■Command Execution tab
Use the Command Execution tab to specify the scene models to be controlledrailroad crossing to open and close, or a balloon to fly.

such as when a signal to blink, a■Multimedia model tab
Define the multimedia model to play. The multimedia model can be selected from sound, image, message, video,
virtual display, or opacity editing.

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■Traffic Signals tab
Traffic phases can be modified using the Traffic Control tab. Only intersections with one or more signal phases set
in Signal Control will appear in this list.

■Extension tab
The Extensions tab contains multiple tabs. Each plug-in data can be controlled by events.
Click Help for the setting details.

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(6)Edit shortcut
An unused button of a game controller can be used as a shortcut key to start scenario.
Go to Home – Scenario, click

andon Scenario Manager.

4 . Setup event route
Although multiple data input of the route can be carried out, it cannot pass through the same place due to the event
setup.

Motion control point (Way Point) can be set at the position where event is triggered at the position where the eventends.
On the Plan View, right-click on the horizontal road alignment, and select the menu, [Add] - [Add way point road #].
Select the command, "* CHECKPOINT *"-223-

■ Example
Appearance of pedestrian jumping out

Collision occurs-224-

Micro Simulation Player
The micro simulation player can reproduce the simulation result from other applications in UC-win/Road.
Microsimulation of traffic, construction management and pedestrian movement etc. can be reproduced by using 3Dmodels in UC-win/Road.
Moreover, the traffic signal cycle, vehicles and the movement of characters can be recorded. And it is also possible
to record the traffic in UC-win/Road as simulation and reproduce it in this plug-in, and to display movements ofobjects that are not on roads, such as those on pavements and flight path.

1. Micro simulation editor

Go to Record/Play Ribbon - Micro Simulation - Editor/Player.
Loadable files; XML files in the OpenMicroSim format, VISSIM files, S-PARAMICS files and Legion XML files.
All simulation data from the simulations is listed on the upper left.

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Go to Record/Play Ribbon - Micro Simulation – Recorder.
The models’ movements are saved in the Open Micro Simulation format (.xml), which can then be used in asimulation. It is possible to record vehicles, characters or traffic signals.

3. Load Simulation
On Micro Simulation Editor, click

to load a recorded simulation data.

On the lower right, it shows all transformation parameters for the selected simulation.
Moving the time slide bar below the 2D view displays the movement of the element. Click on the circle of anelement to select it.The status of the element will be displayed in the tab below.

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Click the radio button to add the selected simulation to the playlist.
"Define a target zone" can rotate the simulation of selected range or change the scale of it.

Click

4.

"Add to the play list “on add/edit tab of the simulation to add the selected simulation to the playlist

Manage Profile and type

Create profiles. The profile can be allocated to each type of simulation.
Go to "Manage profiles and types".
Then, the created profile created can be assigned to the simulation on
Once a type is associated, all unassociated elements will randomly select a model from the profile. When the
animation starts, an instance of that model is created and associated with the element.

5.
Click
On

-

Playback Simulation
to add the selected simulation to the playlisttab, the simulation can be added on the Simulation Playback Tab.

: Each bar shows one simulation.

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-

: The track bar shows the run time of the animation playback.

-: Display color can be selected from the color chart.

-: Add to the current simulation. The popup Normal, Invisible and Solo are shown.

-: Select a time unit.

-: Delete the simulation from the playlist.

-: Zoom in/out.

-: Restore the size.

Outline tab:In this tab, the following information is displayed.
Ratio between simulations in the playlist
Position of the track bar when invisible due to zoom
The part of animation that is currently visible in the timeline (The part invisible is displayed in lighter color)
Controls

Microsimulation player's toolbar can be opened by right-clicking on the main screen of UC-win/Road and clicking"Display the micro simulation player toolbar" from the pop-up menu.

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Replay Plug-in
This plug-in saves movements of vehicles and pedestrians in UC-win/Road, and replays them. It is possible toconfirm scenes of an accident from the driver's perspective or outside the vehicle, and observe traffic simulation at
an intersection.

1. Operation Panel
Go to Record/Play - Replay -to open the operation panel.

Open replay data file (*.RR). This button is inactive while recording or replaying data.
Save the data into a file (*.RR). This button is inactive while recording or replaying data or having norecorded data.
Jump to the start of the data.
Play backward (Slow).
Play backward (Fast).
Play backward.
Play.
Pause recording or playing.
Stop recording or playing. Stop recording to save it. When [Automatic recording on drive simulation]
options is checked, it is automatically stopped at the end of drive simulation.
Start recording. When [Automatic recording on drive simulation] option is checked, the record starts
automatically when starting a drive simulation.
Fast Forward.
Play slowly.
Jump to the end of the replay.
Open the Option form.
Open the Help.

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Pin the Replay plug-in control panel.

2. Option
Go to Replay – Options to open the option window.
Set up the ecord settings, auto save settings, settings related to playback, and the folder designation.

3. Replay Search form
Go to Record/Play–Replay -. It is possible to search and replay the recorded playback file on this form.

Hint
It is possible to sort and refine the columns, [Date], [Time], [RD file] and [Scenario]. Click on the top of the column
to open the pop-up window. They can be sorted in "Ascending Order" or "Descending Order", and refined with
substring. Items which are unique are listed with checkbox. Check it off to exclude for the target.

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4. Toolbar (Replay Option)
Right-click on the main screen, and click [Show Replay Tool] to open the toolbar.
* It is enabled only when "Replay plug-in" is active.

5. Movie Export

Click. Replay data can be selected to output a video file according to the output settings.

Configure output settings and click Export to output the video file.

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ECO Drive Plug-in
1. About the ECO driveThis plug-in calculates the fuel consumption and the carbon-dioxide emissions of a vehicle during driving
simulation, and produces graphs from data logged by UC-win/Road. It is possible to use it for Eco-driving training
and ITS research with driving simulator.
Carbon dioxide emissions are known to be proportional to fuel consumption and can be appropriately quantified bythree factors: trip time T, trip distance D, and vehicle speed variation characteristics as follows

2. Toolbar
Start the data logging.

End the data logging.

Display the ECO drive analysis results.

Settings for ECO drive.

3. Options
The menu is displayed when ECO drive plug-in is installed.

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(1) Selection of result screen
Select "ECO drive analysis viewer" to display the graphs of results after logging, and select "Ranking ECO Drive
viewer" to display the ECO drive diagnosis.
1) Start with drive: Begin logging when driving simulation is started, and end logging when the driving simulation
ends.
2) Start with scenario: Data logging is started simultaneously with scenario, when used with the scenario function.
* Data logging can also be started withand stopped with.

3) Auto save log: Save automatically the data when the logging ends.
Parameter 1: Change the coefficient of travel time (T) in the calculation formula for carbon-dioxide emissions.
Default is 0.3.
Parameter 2: Change the coefficient of travel distance (D) in the calculation formula for carbon-dioxide emissions.
Default is 0.028.
Parameter 3: Change the coefficient in the calculation formula for carbon-dioxide emissions in clause 3 (clause Σ).
Default is 0.056.
Parameter 4: Change carbon dioxide exhaust coefficient Kc f in the calculation formula for carbon-dioxide
emissions. Default is 0.00231.

(2) Ranking ECO Drive viewer options
Change the option for the ECO drive diagnosis
Variable identifier
Value
Target fuel cost
Optimum fuel consumption, unit in Km/L. The greater the value, the closer the
result is to the optimum fuel consumption.
Amount of CO2 ideal exhaust
Optimum carbon emission, unit in Kg. Penalty is added as the CO 2 emission
exceeds the optimum amount.
Exhaust amount penalty
Coefficient for how excess CO2 emission penalty is calculated. When thiscoefficient
coefficient is kco2, Penalty = (CO2 excess: kg-C) × kco2.
Dangerous acceleration
It becomes the subject to penalty.
Dangerous acceleration penalty When the coefficient to be kacc, Penalty = (frequency that exceeds it) × kacc.
coefficient
Dangerous deceleration
It becomes the subject to penalty.
Dangerous deceleration penalty When the coefficient is kbrk, Penalty = (frequency that exceeds it) × kbrk.
coefficient
Rank A acceptance line
Passing grade for rank A.
Rank B acceptance line
Passing grade for rank B(must be < rank A/B Border) Anything below Rank B is ranked as C.
Standard Annual Mileage
Used to calculate the total fuel consumed in one year.
Currency sign
Currency used.
Gas price
Price of gasoline per liter. Use it to calculate the gasoline costs of one year.

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4. Analysis viewer
Load the CSV output for the calculation of carbon dioxide emissions. The carbon dioxide emissions are calculated
and graphed. When the ECO drive analysis viewer is selected on the main menu, the results are displayed after
the data logging.
Or click on

will also display the results.

Click Open log file to load a log file (*.csv). The graphs shows acceleration, speed, gasoline consumption and CO2
emission level.
It is possible to change parameters of the formula from Change parameters.

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5. ECO drive diagnosis result
The driving result is diagnosed based on the amount of exhaust carbon dioxide emission (fuel consumption).
After driving, the results are automatically displayed if the "Selection of the result screen" is set to "ECO drive
ranking" on the ECO drive option screen.

Contents
Rank:
Shows the rank of A, B, or C, based on the scored from the diagnostic results, and displays the position in relation
to the top score in percentage.
Score:The score on gasoline consumption is the fundamental score. Penalty points on carbon dioxide, dangerous
acceleration, and dangerous deceleration will be deducted from this fundamental score. The final score =100 points- penalty points.
The scores are calculated as follows:
Total score = fuel consumption score - (CO2 penalty + bad acceleration penalty + bad braking penalty)
Fuel consumption score = (spending on fuel/ideal fuel cost) x 100
CO2 penalty = excess CO2 emission (kg-C) x CO2 emissions penalty coefficient (Pt / kg-C)
Bad acceleration penalty = frequency of excess bad acceleration x bad acceleration penalty coefficient (Pt/time)
Bad braking penalty = frequency of excess bad braking x bad braking penalty coefficient (Pt/time)
Speed: The driving speed is displayed as a graphCO2 emissions: CO2 emissions during driving is displayed as a graph
Gasoline consumption: Display the consumption of gasoline converted into the mileage in a standard year by theunit of L.
Annual Gas Price: Display the total cost on fuel in a standard year based on the set gas price.
Amount of money saved: Display amount saved during year compared to when driven at the ideal fuel consumption
rate.

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Log Export Plug-in
The log export plug-in enables toexport information of simulation as a csv file or through a UDP stream to anothermachine on the same network. It is possible to export information about user’s vehicle, the vehicle in front of theuser’s vehicle and other moving objects. The operation can be done manually or synchronized with a scenario.
When exporting to CSV, it is possible to add fixed objects selected in the scenario to the log content, which exports
a distance between objects and the user’s vehicle.

1. Setup UC-win/Road environment
License Manager
Check if Log Export plugin is in Loaded plugins list from File – License Manager.
Select LogExportPlugin.bpl in Available plugins list and click Load. Repeat the operations for ScenarioPlugin.bpl asneeded.
Output log file directory
The output log file will be saved to<User data directory>¥Log¥ folder.
It can be changed at “Folder and files” section in the Application Default windows opened by File menu Application Options – Default settings – Folders and files.

2. Log export settings
Go to Diving Sim - Log Export -. Set up the log output target and log content.

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3. Basic functions
Start logs by clicking
Event Editor.

or triggering an event which has a Start Logs command selected in the Log tab of theStop logs by clicking
Event Editor.

or triggering an event which has a Stop Logs command selected in the Log tab of theOpen this form by clicking
tab of the Event Editor.

or triggering an event which has a Set Profile command selected in the Log

The log file name: ''Log_'' + YYYYMMDD + HHMMSS + ''_'' + RoadName + ''_'' + UserNumber + ''_'' + Gender + ''_''+ Age + ''_'' + DrivingExperience + ''.csv''.
For example, the output log file name is Log_20120315093000_Road 1_10_0_24_5.csv means it has done in
03/15/2012 at 9:30:00 am on Road 1.
And the profile is as follows.
User number = 10, Gender = Male, Age = 24 years old, Driving experience = 5 years
Nott: This function is not effective on UDP output.

4. How to start/stop log Export by Scenario
It is possible to configure an event which will launch the log start/stop/edit during a scenario.
Create a new scenario or edit a scenario from ribbon Home - Scenario. Click on
to edit orto add a
new scenario.
Select a event and click Edit to open Event editor. On the Extensions tab – Log tab, it is possible to select acommand from Set profile, Start logs or Stop logs.

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・To save the distance between a driving vehicle and a scriptable scene model in the log file, choose Scene
Model as a model type, and select a scriptable scene model. Refer to make a scriptable scene model for details.
・To have the distance between a driving vehicle and a moving object created during an event, choose Event
Model as a model type and select the ID number of the moving object model. Refer to how to find the ID number ofa moving object model in a specified event for details.

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5. How to make a scriptable scene model
It is possible to set scriptable scene models in the Argument1 when selecting Scene Model as Model Type on the
Log tab in the Event Editor. This operation needs LogExportPlugin.bpl.
Left-click a model in the 3D view. Then check Scriptable on the Options tab.

6. How to find the ID number from moving object models
Select an event which has moving object models, and find the ID numbers on the Moving Model tab in Event
Editor.

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7. Distance between your vehicle and a model instanceSet a model instance on the Log tab in Event Editor to export the distance between a driving car and a model.
If the model instance is moving, the instance position is the front center of the car.

If the model instance is not a vehicle or is not moving, The instance position is the center of the model.

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VISSIM Link Plug-in
This is a plugin for the cooperation of UC-win/Road and VISSIM in real time. This plugin can send information of adriving vehicle in UC-win/Road to VISSIM in real time using DLL and execute a traffic simulation of the vehicle inoperation and surrounding vehicles on VISSIM. The result of VISSIM traffic simulation (caluculation results ofsurrounding vehicles and traffic lights) are sent to and visualized in UC-win/Road.
The following data can be sent to VISSIM and visualized in UC-win/Road.
⚫ A vehicle in operation（position and speed）⚫ Surrounding vehicles（position and speed）⚫ Traffic signals

Simulation flow
The information of vehicles and signals are mapped between UC-win/Road and VISSIM, so that the information
can be sent to and caluculated in VISSIM, then it can be reflected in UC-win/Road.

Operation flow
1. On VISSIMVISSIM uses COM interface to get setting information. Set up VISSIM as COM server. Refer to the operation manualof VISSIM for details
At first, check Driving simulator active on Network settings form on VISSIM, and select the one of the vehicle type.

2. Prepare VISSIM data
Prepare VISSIM data to link with UC-win/Road.
3. Create a project
Create a VISSIM project to link with UC-win/Road. As needed, set up the following settings.
Register a vehicle model to use.
Register a pedestrian model to use.

Add a road or signal to use.
4. Settings
Go to Simulation Link – VISSIM -to open the settings form.

5. Signal settings
Click a signal model to open the Model Tool. Set up the Signal Controller ID and Signal Group ID.

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6. Start connection with VISSIM
Click Connect on VISSIM group to start connecting and open VISSIM road network data.
7. After connection
Clickbutton from the main ribbon Home – Simulation to start the data exchange. Clickto stop, andclick
to pause.
When driving starts on UC-win/Road, the information of driving vehicle is sent to VISSIM. Then information of othervehicles and singal color, etc. are relrected on UC-win/Road.
8. Disconnect
Click Disconnect to end the connection.

Settings
Click Settingsfrom ribbon Simulation Link – VISSIM.

Set up items for connection between UC-win/Road and VISSIM.
Set VISSIM vehicle information, offset values from VISSM to UC-win/Road, connection parameters to VISSIM, andsimulation time options. See Help for more information on configuration items.

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VISSIM Vehicle Editor
Clickon the Setting form. Add the VISSIM ID, secment No. and file name.

Road Vehicle List Editor
Register UC-win/Road vehicles to be mapped. Clickon the Settings form.

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Signal Settings
Assign Signal Controller ID and Signal Group to the sigmal models on the project.
Click a signal model on the main screen and open Model Tool, and go to VISSIM tab.

VISSIM TCP Linkage
This function allows UC-win/Road and VISSIM to work together even when installed on different PCs.
If the VISSIM server attached to UC-win/Road is started on the PC on which VISSIM is installed, when TCP linkage
is selected in the VISSIM plug-in settings in UC- win/Road and the connection destination, etc. are set, information
is exchanged using TCP communication instead of DLL linkage. Therefore, it is now possible to link between
different PCs as long as a network is established.
Please refer to the Help for the setting details.

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Multi-User Linkage
When a cluster master performs VISSIM linkage, if there is a multi-user client in the linked clients, the cluster
master now acquires the driving vehicle information of that client.
When sending information to VISSIM, the own vehicle information and the client's driving vehicle information are
combined and sent as vehicle information controlled by UC-win/Road.

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Simulator-246-

Cluster Option Plug-in
The cluster system has been developed for use with large-scale and complex driving simulators.
Until recently, the cluster system was a system in which two or more PCs were synchronized and one of these PCs
outputs the resultant image to all monitors.
This new system synchronizes the work of two or more PC's and outputs the resultant image to multiple monitors,
thus it becomes possible to maintain a constantly high level of performance and frame rate irrespective of thenumber of channels since each one is displayed on an independent PC.
Starting from Ver.9 and on, the Cluster System Option now allows all Client PCs to perform walking
or driving simulation as well. Previously these were limited to the Master PC.
Two different modes can be assigned to Clients PCs:
・Display Only Mode: Display only the information shown in the Master PC.
・Free Control Mode： Client PCs can freely navigate, drive/walk, drive. Master PC now also has the option to
track individual client PC’s camera.
To use these features, the Master PC must have the Clustering options installed and enabled, while the Client PCs
require the multi-user client option.

1. Structure of cluster system
Cluster system is composed of a master machine and multiple client machines.
■Master Machine
Master machine is linked with client machine. As for master machine, perform usual calculation (movement ofmodel, animation and camera movement etc.) of UC-win/Road and send the required data to synchronize thedynamic data (camera view, traffic model, drawing setting, setting of weather and performance etc.) of UCwin/Road project.
■Client Machine
Client machine is used only for rendering. Required data to synchronize the dynamic data of UC-win/Road projectfrom master machine is received.
■Program
Program to use the cluster function is as follows.
Master: UCwinRoad.exe + ClusterPlugin.bpl
Client: UCwinRoad.exe, or UCwinRoadClusterClient.exe, or UCwinRoadMultiUserClient.,exe + ClusterPlugin

2. Hardware Setting
Set IP address to all PCs. Those are required to be static IP address.
All machines of cluster machine have to be connected each other in local private network. Set the network speed tomake it enough speed to avoid performance degradation
Make the speed of network card of all computers 100Mbps.

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3. Cluster Setting
3-1. Cluster Master setting
Activate UC-win/Road on one machine, select Home - Cluster - Master and switch to cluster mastermachine. Master setting screen is displayed on the bottom of the main screen of UC-win/Road.
[1] Actions
Synchronize the cluster machine from here. Clickmachines in client mode will be displayed.

searches cluster client machine and display it. Only

Various commands (importing a file, end of UC-win/Road etc.) can be sent to each machine.
Check the machine to execute, select the command from the list box and click the execution button.
Select a file and checked machine imports the file from where the selected file issaved. We strongly recommend using the same file where all machines are saved
Load a filein the shared folder and network folder for cluster synchronization.
All machines have to have access right to the selected file.
Load a file from UCSelect a file of save data directly of UC-win/Road. Checked machine imports a file
win/Road save datafrom the individual save data directly.
directory
Close UC-win/Road.
Checked machine finishes UC-win/Road.
Restart UC-win/Road.
Checked machine restarts UC-win/Road.
Shut down Windows.
Checked machine shuts Windows down.
Restart Windows
Checked machine restarts Windows.
Load xpswmm file from a chosen save space. Since allcomputers are synchronized together with clustering, it is highly
Load xpswmm files
recommended that a shared folder or network is created
beforehand. All client devices require the same accessauthorization to the same file.
Load xpswmm file from
Select and load xpswmm files from UC-win/Road’s save
UC-win/Road’s savedirectory. The checked devices will each read from the data directory.
directory
Load debris-avalanche analysis file from a chosen save
space. Since all computers are synchronized together with clustering, it is highly
Load debris-avalanche filerecommended that a shared folder or network is created beforehand. All client
devices require the same access authorization to the same file.
Load debris-avalanche file
Select and load debris-avalanche analysis files fromfrom UC-win/Road’s save
UC-win/Road’s save directory. The checked devices will each read from the data
directory
directory.

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▲Master Screen▲Client Screen[2] Cluster Settings
Each client and master is listed. Change of display setting of each client is possible. To synchronize between
clusters, click on Start Synchronization and all computers registered on the list will be registered.
To avoid synchronization errors due to insufficient data, make sure that all connected machines have had alreadyloaded the same exact files.

Click
on Scenario tab of the ribbon menu to open the multi-user edit screen for scenarios, where it is possible
to register users. Registered users can be used as targets for scenario transition conditions and events. To assign
a user to a machine, go to the Cluster Master screen and assign a user to each machine.

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The new tabs "View", "Window", "Rendering" and "Virtual Display" will appear on the right side of the list.
On the View tab, select a "Scene type" to be displayed on the client selected in the "Active clients".
・simulation screen・bird view・left mirror
・right mirror
・rear mirror
・camera view
And then set parameters based on the selected "Scene type".
On the Window tab, set up the size of screen and the posision.

On the Rendering tab, configure settings related to rendering.
On the Virtual displays tab, it is possible to choose which virtual display will actually be drawn on the client.

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[3] Connection Settings
Master sends the data to all clients through multi cast protocol. The same multi cast IP and port has to be set towhole cluster computer.

Master->Clients[Multicast IP Address]
Range of multicast IP address is 224.0.0.0 - 239.255.255.255. However 239.0.0.0 - 239.255.255.255 isrecommended for use in intranet.
The selected address has to be set not to crash the other multicast address on network.
[Multicast Port]
Port range is 1025 - 49150.
When firewall is used, make sure the port is not blocked.
Set the number of multi cast port which is different from the number of master port.
[Packet Size Limit]
Maximum size of packet sent to clients.
The value of limited packet size must not be greater than MTU. When using the huge frame, it is possible to set to
greater value up to MTU value.
[Compress Data]
The master sends the compress data to the clients.
[Software Swap Buffer Sync]
Just before called the OpenGL swap buffer in the main window, cluster master synchronizes the swap buffer call of
the entire cluster.
Clients ->Master[Master IP Address]
When the several network cards stick in computer, select IP address of network card to use.
[Master Port]
Port range is 1025 - 49150. . .Please ask network manager before allocating the port.
When firewall is used, make sure the port is not blocked.
Set the number of master port so that it is different from the number of multi cast port.
Response timeout]
During the simulation, any client not responding after the specified time will be considered as not answering anddisplayed with the status “Timeout”.
[Warn on client problems]
If one or more client is in timeout or has a low FPS a warning is displayed in the event console of the application.
The threshold setting for the warning on low FPS can be setup in the following parameters.
The parameters “Warn when one client FPS is under:” and “When FPS stays low for this number of frames:” areused together to determine if a client is having FPS slowdown issues. If for the given number of frame the client
refresh rate stays under the given FPS a warning will be displayed.

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[Auto connect when switching to cluster mode]
When checked, the master will automatically connect to the client at the same time when it comes to cluster mode.

3-2. Cluster client setting
Activate UC-win/Road on the other PC, select Home Ribbon - Cluster - Client display or Client free to switch to thecluster client.Right-click on a main screen as client mode, and select pop-up menu / Cluster Settings.

[Multicast IP Address]: Range of multicast IP address is 224.0.0.0 - 239.255.255.255. However 239.0.0.0 239.255.255.255 is recommended for use in intranet.
[Network card]: Specify IP adress of cluster client.
[Multicast Port]: Rage of port is 1025 - 49150. . . When firewall is used, make sure the port is not blocked.
[Name]: Set the name to specify the master machine.
[Auto connect when switching to cluster mode]: When it's checked, it is connected to master automatically during
cluster mode.
[Ignore swap buffer for this client]: When it's checked, swap buffer is ignored during drawing.
[Screen refresh rate]: Setting of refresh rate for client

4. Client (Free Mode)
Once the project is loaded and synchronized with the master, the screen display and toolbar will be activated. The
viewpoint position of the camera can be changed by selecting the camera movement method on the toolbar andthen using the mouse or keyboard on the main screen.

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5. Tracking
The Cluster Master can track a Cluster Client’s (who is in Client Free Mode) current view camera and the driving or
navigational conditions.From the Action tab in Cluster Master setting window, selecting “Follow a client” will display
a list of tractable clients.

Upon selecting a client from the list, two view options become available: Track Video or Follow Model. Track View
synchronizes the Master’s camera with that of the selected Client, while Follow Model tracks the model the Client iscurrently controlling (e.g. pedestrian, cars). If the Client is using Free Camera Mode and not controlling anything,
Follow Model will only switch the Master’s Camera to the Client’s screen once, and will stop tracking further.

▲Client Screen▲Master Screen (Tracking View)▲Client Screen▲Master Screen (Tracking Model)-253-

Tracking view will sync the view point to the same as the Client. If Tracking Model is selected, using
wheel can switch to external third-person view.

To end tracking, select the click on the Free View

the mousebutton, or go to the ribbon Navigation - Free.

6. How to Add Client Targets from Scenario EventsClickon Home - Scenario to open the multi-user edit screen for scenarios, where it is possible to register
users. Registered users can be used as targets for scenario transition conditions and events. To assign a user to amachine, go to the Cluster Master screen and assign a user to each machine.

Click on the button above to add a new client tab. Under this new tab, the Master can assign driving or walking
simulation to a particular Client.The Machine Name should match the client’s name as was shown in Cluster
Master. To modify these, refer to the previous sections on how to use the Cluster Master.

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Cluster Master window
Setting Client machine name
*The following scenario commands cannot be assigned to a Client:・Resetting the traffic flow (there is no traffic flow on the Client)・Leading car in front of the driver (The Client’s car is always deleted at the end of driving).
・View mode

7. Multi Driver
The cluster system can be used to perform multiple driving runs and walks in the same VR space. Select Free
operation mode on the cluster client from Home – Cluster – Client Free and synchronize with the cluster master.
To use this function, a cluster master version of UC-win/Road or a cluster multi user client version and a cluster plugin are needed.
- Follow from Cluster Master
The cluster master's viewpoint position can be synchronized with the cluster client's viewpoint position- Driving and walking by scenario
The master and each client can start and end driving and walking by scenario.

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Virtual Display Plug-in
Virtual Displays can either be 2D overlays (Picture in Picture, PinP) displayed over the 3D view, or 3D objects place
within the scene. They can be used to display solid colors, images or camera views that are updated in real time.
Virtual displays can also be made into any shape by applying a mask.
In the following example image shows the inclined PinP picture on the front surface of cockpit dashboard, or thevirtual display whose rearview mirror is covered with mask.

Views can be combined by adding a mask. Image mask and polygon mask are supported, and in both mask
modes, virtual display will be transparent in dark part of mask, and in transparent in bright part. This virtual display
can be displayed as multimedia model when running scenario.
Please refer to "Overview of Virtual Display Plug-in" for details.
In the following example the virtual display highlighted in red is an image 2D overlay (with alpha). The virtual
display highlighted in blue is a camera view 3D object.

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Operation Flow
1. Activation
Activate "VirtualDisplaysPlugin.bpl" from the menu "File" - "License Manager".
2. Setting of Virtual Display

Click
Display Editor.

from the "Virtual Display" group on the ribbon "View" on the main screen to open the Virtual

3. Display of virtual display
When "Virtual display" is checked on "Visual options" - "Display", the set virtual display is displayed.
4. Display in scenario
It is possible to add virtual display events with scenario events. Select "Virtual Display" on the "Multimedia Model"
tab of the Event Editor. Open Virtual Display Manager, which is the setting form of virtual display, from "Open file".

Settings
Once virtual displays are set, they will be displayed for all projects.
Click Virtual Display icon
Clickfrom the ribbon, Views – Virtual Displays to open this form.

.

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■Display list
The list on the left displays all the displays. A new display can be added by clicking on Add new, and deleted themby clicking on the red crosses that appear on the list. The order in which the displays are rendered can also bechanged using the blue arrows. Finally it is possible to show/hide each display by clicking on the eye icon.
The settings of the display selected in the list will be shown on the right side of the window.
■Import/Export
The Import and Export buttons are used to load and save all display configurations from files. It is possible tochoose between the Import/Export of the configuration itself or the visibility preset.
■Basic settings■2D Overlay Settings
If the display has been set to be a 2D overlay type in the basic settings, the display will be shown as an overlay on
top of the 3D scene. The following options are available:■3D Object Settings
If the display has been set to be a 3D object in the environment in the basic settings, the display will be shown as
an a 3D object. The following options are available:■Color Source Settings
If the source of the display has been set to be a single color in the basic settings, the display will simply be drawn
with a solid color. The following options are available:-258-

■Image Source Settings
If the source of the display has been set to be an image in the basic settings, the display will show an image. The
following options are available:■Camera Source Settings
If the source of the display has been set to be the Camera view in the basic settings, the display will show thescene as seen from the set camera. The following options are available:■Image Mask Settings
If the mask of the display has been set to be an image in the basic settings, the display will be blended based on
an image. The following options are available:■Image Mask Settings (Polygon)
If the mask of the display has been set to be an image in the basic settings, the display will be blended based on apolygonal image. The following options are available:-259-

Polygon Mask Editor
The polygon mask editor is used to define the polygons, as well as few other options, used to generate the image
that will be used as a mask to render the display. The following options are available:-260-

SimLink Linkage Plugin
SimLink Plugin is for Real-time Link between UC-win/Road and third party application by exchanging data. It is
possible to send information on UC-win/Road about the vehicle, simulation such as other vehicles or traffic lightinformation, or accident. And it is also possible to operate simulation on UC-win/Road by command from third party
application.
During connection, it is possible to check the simulation information on operation panel of this plug-in. Transmission
and reception with third-party applications is done via TCP/IP communication.

Basic functions
UC-win/Road Plugin
It contains plug-in activation/deactivation and activation by license manager.



Send data
It is possible to send simulation information to third-party application.



Receive command
It is possible to operate the simulation on UC-win/Road by receiving commands from third party application.



Operator form
It is possible to edit settings for connection with another application or to check simulation information. All
operations in this plug-in can be done on this panel.

Accident List
Accident list saves accidents automatically.

※Operation environment
UC-win/Road and third party application are connected with TCP/IP communication.
Note:
This plug-in generates automatically four files in UC-win/Road data folder¥Plugins¥RTSimLinkPlugin¥; Image.ini,
LogValue.ini, Setteings.ini and Text.in. When they are deleted, restart this plug-in to regenerate it. All parameters
are initialized to default settings.

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Operation flow
1. Activate
Go to License Manager from UC-win/Road Menu. Check the checkbox of Real-Time Simulation link Plugin andactivate the license. After activation on license manager, Real-time Simulink Link group is added to ribbon “Driving
Sim”.

2. Prepare for connection with third-party application

Start the plug-in and third party application. Click Operator form from ribbon Driving Sim- RT Simulink.
Settings of network, simulation and visual effect are configured on this operation screen.

3. Connect
Clickon the form. During connection, it is possible to send simulation information on UC-win/Roadand receive commands from third party application.
And on simulation view panel or Simulation information display panel, it is possible to edit Accident settings and tocheck simulation information from UC- win/Road. By click Connect button once, it switches to Disconnect.

4. Disconnect
Click Disconnect button at the bottom.

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Operatior Form
There are 3 tabs on operation panel.

(1) Setting forms-

Network setting tab

Here, configure IP addresses, port numbers, and other settings necessary for communication with third-party
applications. Settings will be saved to a Settings.ini file and applied automatically.

- Simulation setting tub
Configure settings about simulation information which is sent from UC-win/Road to third party application.

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- Visual Effects tab
Configure settings about visual effect on simulation view.

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(2) Simulation view panel
On the right side, it is possible to operate simulation view or edit settings of Manual Accident.

Click each icon to change mode to
Rotate Zoom, Move, Fly, Spin, Satellite or Follow.

(3) Manual Accident settins
Click Manual Accident button on upper right on simulation view panel and click a point to generate Accident. This
point is registered as a Manual Accident and it is processed like other accident, for example the crash accident
between vehicles. It is possible to check the Accident history on simulation information tab.

1.
2.

Click
.
Click any point on simulation view.

3.
4.

A pencil icon
appears at the point.
Click Commit button.

The pencil icon changes to an exclamation mark icon

. Then it is registered as an accident.

(4) Simulation information tab
This screen displays information about the simulation.
Accident History tab
It is possible to show the accident history or manual accident history.

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User Vehicle Information tab
It shows the information of the user vehicle.

Road List tab
It contains all roads in the project on UC-win/Road. ID is assigned automatically when road is generated. It is
possible to export this list as CSV file using Export to CSV File.

Intersection List tab
It contains all intersections in the project on UC-win/Road. ID is assigned automatically. It is possible to export thislist as CSV file using Export to CSV File.

Vehicle Performance Profile List tab
It contains all vehicles profiles in the project on UC-win/Road. ID is assigned automatically. It is possible to export
this list as CSV file using Export to CSV File.

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Gaze Tracking Plug-in
This plugin is to connect UC-win/Road and any eye tracking device. It is possible to detect the tracked objects.
The data is converted to the data format for UC-win/Road. This plugin can be linked with Object Detection Plug-in.

1. Connect with eye tracking device(1) Driver
In most cases, a driver suitable for the type of eye tracking device is required to be developed to connect with UCwin/Road and convert the tracking data to the data format used in UC-win/Road.

(2) Communication format
Refer to the chapter Communication format.
(3) Receiving gaze tracking information
The tracking information is transferred to UC-win/Road via UDP. Click Start Gaze Tracking to start receiving thedata besed on the setting of Host IP and Port. For details, refer to Settings.

2. Ribbon menu
After enabling Gaze Tracking Plug-in, the gaze tracking menus will be added to the Device ribbon.

: Click to start gaze tracking. After clicking it, the icon changes to Stop Gaze tracking.

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: Set up the host IP address and port number.

: Use mouse point to adjust the eye tracking data.

: Open the setting option form.

3. Receiving gaze tracking information

The gaze tracking information is transmitted to UC-win/Road via UDP. Click
information. And UC-win/Road displays it on the screen depending on the settings.

to start receiving theSettings
1) Host IP
Choose a Host IP listed on the combo box. It is possible to assign a loop back address manually too.
2) PortAssign a port to receive the tracking information. When the port is already used, an error message will be
displayed. 4000 is assigned as default. The input range is from 1024 to 49151.

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4. Eye tracking simulation with mouse point

Click
to start eye tracking simulation with mouse pointer. The point indicated by the mouse pointer canbe the position to which the experiencer is looking toward.
However, it is not possible to use in the following cases;- While the actual eye tracking information is being receiving.
- When the camera movement is not “Rotate”.

5. Gaze tracking options
Here adjust the gaze tracking information position and set up marker settings. Go to the ribbon Server – Gaze
tracking, and click. Please refer to the Help for setting details.

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General tab
Tracking Data Adjustment
It is possible to adjust the received eye tracking information using offsets or scaling.

Received tracking data
It shows the received tracking information in real time.

Marker tab
It is possible to display the actual eye sight with marker. Set up the color, size and type.

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6. Communication format
EyePositionX, EyePositionY, EyePositionZ
There are information of eye position in X, Y, Z.

EyeDirectionX, EyeDirectionY, EyeDirectionZ
These are information about direction of eye sight line.
HeadPositionX, HeadPositionY, HeadPositionZ
These are information about the head position.
HeadDirectionX, HeadDirectionY, HeadDirectionZ
These are information about the head direction.
MeasurementReliability
This is a value of measurement reliability. This must be more than 0.

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Object Detection Plug-in
It is possible to acquire and utilize the object information detected in UC-win/Road. The apex angle and distancedefines a cone-shaped detection range as an object sensor, and the sensor detects objects in the range.
The detection results can be used in the simulation real time function.
The simulation information including the object detection result can be transferred to the cooperated application via
TCP/IP in real time and the application sends vehicle control commands based on that information to execute
simulations of in-vehicle devices combining UC-win/Road and external applications.

Menu
Go to License Manager, and enable Object Detection Plug-in. Once the plugin is enabled, the menus will be added
to Object Detection ribbon.

: Click to start object detection.

: Open object sensor setting form. Refer to Object Sensor settings.

: Opens cockpit object setting form. Refer to Cockpit Object Settings.

: Open Option form. Refer to Object Detection Options.

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Start detection
Start object detection. At first, click Object Sensor, Cockpit Object and Options to set up settings.

1. Object sensor settings
Object sensor means a cone shaped detection range. It is possible to register object sensors as needed and eachobject sensor detect objects.

Click. Register the range of cones to be judged for detecting objects.

Object Sensor Settings
Set up a size of cone shaped detection range. Each object sensor has each ID.
Add: Add a new object sensor.
Delete: Delete the selected object sensor
Enable Sensor: Turn on/off the sensor.
Sensor ID: it is a unique ID for each sensor.

Detection distance: Set up the detection distance in meters.
Apex angle: Set up the apex angle.
Color: Set up a color to display the detected objects.
Sensor typeSet up the position and direction of the sensor. Choose one from the following 3 types.

Relative to main camera: Sensor moves relative to the main camera of UC-win/Road.

Relative to vehicle chassis: Sensor moves relative to the direction of vehicle. It can be enable only during
driving.

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Hint: Furthermore, it is possible to adjust the position and direction of sensor with offsets. This is a sensor
mounted on the vehicle, the position of sensor must be within ±20m.

Relative to eye position: This is a function connected with Gaze Tracking Plugin. Sensor moves relative tothe eye positions received from an eye tracking device. Without the eye tracking data, sensor moves relative
to the main camera.

2. Cockpit Object settings
It is possible to register cockpit objects as detection range.
For example, without cockpit object settings, objects off side of the mirror, which it cannot be seen actually, aredetected if the driver gaze into a mirror. By setting the mirror as a cockpit object, if the driver gaze into a mirror, themirror can be detected.

Click







.

ID: Assign the ID number to cockpit. It is not a unique number, so it is possible to assign same number tothe cockpits.
Type: Select a cockpit type to be detected. Now only Actual Screen is available.
Screen: Select a screen to be linked with cockpit object.
Client IP: Input a client IP which displays a simulation screen to be detected.
Gradation: set up the range of gradation display when cockpit objects are detected. Input the percentage invertical and horizontal direction.

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3. Object Detection Options

It is possible to select objects to be detected. Click.

Category tab
It is possible to filter the objects, such as vehicles, characters, other movable models, signals, 3D models, signs,
markings and cockpit objects, to be detected. Check it on/off to turn the detection on/off.
The settings are applied automatically
Static object tab
Set up this options to detect 3D models arranged on the project. It is possible to specify the target 3D models by
Custom ID.
Disable the object type to be detected on Category tab, and then register the Custom ID for the target object type
on Static Object tab, so that it is possible to detect only the object with same custom ID.
Dynamic object tab
Set up this options to detect 3D models arranged on the project. It is possible to specify the target 3D models by
Custom ID.
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Disable the object type to be detected on Category tab, and then register the Custom ID for the target object typeon Dynamic Object tab, so that it is possible to detect only the object with same custom ID.
It is recommended to assign as big custom ID number as possible.

Display tab
Able or disable the display of object sensor, bounding box and screen respectively.
Hint: If the displays are turned off, the detected object information contains the results. And the display settings areapplied for the next time automatically because it is saved to the registry.

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Vehicle-277-

Camera Sensor Base Plug-in
Camera Sensor Basic plug-in provides the function of simulating image distortion by fisheye lens etc.
The lens distortion parameters support basic projection methods such as equidistant projection, isometricprojection, stereographic projection, and orthographic projection besides polynomials, parameter specifications in
distortion table files. These lens simulations can be applied to any camera view as well as the main screen.

1. Flow
1. License authenticate
Go to File – License Manager and authenticate “CameraSensorBasePlugin.bpl”.
2. Main view setting
3. Camera view setting
4. Start simulation-278-

2. From Main view
Right click on the main screen and select Renderer Settings.

Select Camera Sensor Renderer as Renderer. Edit parameters as necessary and click the "Apply" button.
Refer to Help for the setting details.

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3. From Camera view
By following the steps below to set up the renderer, the camera view screen can be used to simulate camera
sensors such as a fisheye lens.
Click on the main view and click Edit camera positions… Then select a camera position and click Edit. Or select acamera position and clickon Home- Camera position.

Select Camera Sensor Renderer as Camera Renderer on View Editor. Edit the parameters on the right side andthen click OK.

■Cube map option

Texture size
Select texture size when generating the cube map. The size is specified size in + X, -X, + Y, -Y, + Z, and -Z
directions respectively. Select a power of 2 from 128 to 4096. Depending on the performance of the video card,
images may not be generated.
■Camera lens function-280-

Lens type
Select a lens type from the followings.
-Polynomial (Enter the constant term and the 6 coefficients.)-Distortion table file (Click Open to load a distortion table file.)-Equidistant projection-Equal solid angle projection-3D projection-Orthographic■Camera parameters-281-

DS Course Converter plug-in
The DS course conversion plug-in exports data of roads or lanes. Center coordinates, width, curvature radius etc.
can be exported as a CSV format at a fixed interval or at each curvature variation. Furthermore, the coordinate
system ("Local", "XY", "TKY", and “DD") is exported so that the coordinates of roads can be read in different
software. The graph of curvature change can be built for road data exports with a fixed interval.

Operation flow
1. Activation
Go to "File" – "License Manager" and activate the plug-in.

2. Road selection
Load a project. Then go to File – Export – Export DS Courses… and select roads to be exported.

3. Export data settings
Click "Settings..." to configure data export.

4. Data exporting
Click Export button in the road selecting form to export the data.

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Output Data
Data format
If "Road" is selected as the Export Target, one csv file is created per road, and if "Lanes" is selected, a csv file iscreated per lane.
Each item in a csv file is separated by comma (,). The first row shows a name of item, and data for corresponding
distance is displayed from the second row. For position items ("Center position", "Left position", and "Right
position"), each X, Y and altitude value are displayed with the coordinate system in parenthesis. For example, if"Center position" is exported in "Local" coordinate system, three columns are created: of Center X (Local), Center Y(Local), and CenterHeight.

Length, CenterX (Local), CenterY (Local), CenterHeight,
Alignment, Structure type0, 500, 1000, 610,..., Begin, Normal,
100, 600, 1000, 610,..., Straight, Normal,
200, 700, 1000, 615,..., Curve, Normal,..., ..., ..., ...,..., ..., ...,
1200, 800, 600, 612,..., End, Normal,
Selected items are exported by columns from left to right.

Exceptions
Depending on the lane file, there are items where data is not exported for the number of lane changed. For
example, there is a case that a road exists, whose lane number changes from 2 to 1 at a distance of 100m. At thatpoint, because the lane 2 disappears, the data for lane 2 is not exported after 100m (the distance will be done.).

Coordinate position
When the target is a road, the left side of the road direction is the left carriageway and the right side is the rightcarriageway. If the target is in each lane, the lane of the left carriageway depends on the road direction, but thelane of the right carriageway depends on the opposite of the road direction. The coordinates of the left edge andthe right edge for each lane are as shown in the figure below, respectively.

Coordinates of roads and lanes
The lane coordinates is exported based on the lane center of UC-win/Road. When exporting with the special VR
data such as data created by roads that overlap with invisible roads, the coordinate different from appearance may
be exported. To get the appearance coordinate, manually edit the exported coordinate data. The figure below-283-

shows an example of exporting the invisible lane coordinates of Highway.rd bundled with UC-win/Road (White
sphere objects are the position of export.).

About Transition section
The width of each lane will be a constant value in the section where the section changes. Because "Lane left edge"and "Lane right edge" are calculated using the "Lane width", it is not guaranteed that those value are accurate.

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Speed meter display plug-in
This is a function to display a meter panel, which shows the speed of driving vehicle, the rotating speed of engine,
the direction indicator and so on. It is displayed on a separate form, different from the Main Form. In driving mode,the components react to the driving situation: warning lights, speedometer, tachometer etc.

Go to Edit ribbon – Speed Meter Display -.

1. Background image
2. Speedometer
3. Tachometer
4. Turn signals (hazard warning)
5. Gearstick position indicator
6. Hand brake warning
7. Full beam indicator
8. Wiper indicator
9. Seat belt warning

It is possible to customize the dashboard from

.

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About input device
The instruments react according to the input device. Available input devices depend on the status of the drive
simulator plug-in.
・DS plug-in is used: input data from DS is reflected on the meter panel.
・DS plug-in is not used: Input data from keyboard or game controller is reflected on the meter panel.
When using keyboard or game controller as input device, seatbelt and hand brake warning are always off.

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Simulink Connection Plug-in
1. Overview
Simulink connection plug-in is to operate the own car driving by using the vehicle model external to UC-win/Road.
The external vehicle model and Simulink connection plugin are linked via UDP communication.
Normally the external vehicle model needs to be prepared, however we provide a sample here, which contains aconnection block that is always used in Simulink and also a simple vehicle model. It is possible to check theoperation immediately. And if you follow the communication protocol, it is not necessary to use Simulink to realize
the external vehicle model.

Basic Function
・It is possible to select between the UC-win/Road's vehicle model and the external vehicle model.
・It is possible to define IP address and port (excluding transmission port) used for UDP communication.
・It is possible to define the communication interval time on transmission.
・Transmission and reception are done asynchronously.
・It is not guaranteed that all received packets will be processed.
・Logs of communication data can be saved in CSV file.

2. Environment
Since the external vehicle model and UC-win/Road are linked via UDP communication, there is no restrictions on
the execution environment for the external vehicle model as long as it follows the communication specifications.
Besides external hardware and PC, it can also be executed on the local PC. The environment required for theoperation of the external vehicle model depends on the model. The MATLAB / Simulink license required to run thesample model is as follows.
・MATLAB・Simulink
・Simulink Desktop Real-Time
It is recommended to use the following licenses as options.
・Simulink Coder (Required for operation in external mode, not required in normal mode.)
・MATLAB Coder (It is an operation requirement of Simulink Coder, unnecessary in normal mode.)
The sample model is confirmed with MATLAB / Simulink version R2016b, R2017a.
MATLAB / Simulink can operate on the same PC which runs UC-win/Road or on another PC.
When operating on the same PC, use the local IP address for communication and set port numbers that do not
overlap. If more than one network can be used, please define a physical IP address instead of local IP address
127.0.0.1.
When operating on a different PC, Mac OS X is also possible in addition to Windows OS.
Linux does not support Simulink Desktop Real-Time, so it is not possible to use the sample model.

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3. Operation flow
1. Prepare the environment
With MATLAB / Simulink environment, it is possible to use the sample model to check the operation of the plugin.
2. Connect the external vehicle model with UC-win/Road.
When operating the external vehicle model on the PC which does not operate UC-win/Road, connect the devices
by LANs. The sample model works with MATLAB / Simulink environment on the same PC or another PC.
3. Activate Simulink connection plugin on UC-win/Road.

Simulink icons

will be added to Driving Sim ribbon.

4. Check "Auto connect when driving" on the option screen of Simulink connection plugin.
The Options screen is opened by the ribbon, Driving Sim - Simulink –.

5. Set parameters such as logs and vehicle specifications as needed in Option screen.
6. Communication settings in UC-win/Road
Set the "Listen on IP" and "Send to IP" in the Option screen of UC-win/Road.
For the "Listen on IP", select it from the drop down list.
When executing the external vehicle model on the same PC with UC-win/Road, both of the transmission andreception IP address can be defined to be the same one. When executing on an external device, set the IP addressof the external device as the transmission IP address.
7. Communication settings on the side of the external vehicle model
Define it to be the IP address of PC which operates the UC-win/Road on the side of the external vehicle model.
When using the sample model, set the transmission and reception IP address according to the "Communication
module settings". The IP address on the side of external vehicle model depends on the model configuration,
however it refers to the PC settings when using PC.
8. Start running the external vehicle model.
9. Start driving on UC-win/Road.
10. Stop driving on UC-win/Road, then stop executing the external exercise model.

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Import / Export LandXML
It is possible to import and export Land XML files.

1. Settings
Go to "File" - "Import" - "Import LandXML" and click Options….Set up the conversion settings.
Refer to the Help for the setting details.

Clickto open Default section import options form.
Textures, their sizes, angles, etc. can be configured on each tab for the default shapes of standard cross sections,road surface markings, and cut/fill.

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Clickto open Cross-sections attributes management form.

- "LandXML to UC-win/Road" tabSelect the attribute of UC-win/Road and set up the texture and size. Then Add the attribute element by clicking"Add" button.
Edit the following parameters.
Color, texture, and size
- YTI: LandXML cross section which is used forHICAD (Yokokawa Gijutu Joho)- MTC: LandXML cross section which is used for APS-Mark Ⅳ Win (MTC)
The defined cross section's attribute data is saved to《product installed folder》¥Data¥XMLSurfaces.cfg
Copy it when importing LandXML to another PC.
It can be added, copied, and deleted by the buttons on top.

-291-

- "UC-win/Road to LandXML" tab
Set Name/Description of the attribute of UC-win/Road for the cross section's attribute of LandXML-292-

2. Import
1. Go to "File" - "Import" - "Import LandXML".
2. Click [Import as new] and select a file.
3. Set up import options.
Specify the coordinate system when there is no information of the coordinate number (1-19) in the LandXML file.
4. Click [Merge].
Click [Import as new] to generate data newly. Check "Select elements" option to select elements to import.
5. Click [Done].

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ExportGo to [File] Ribbon - [Export] - [Export LandXML…] Check on objects to export.

Click Options… to set up the export settings.

Click OK and specify the destination folder. Refer to the Help for the details.

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IFC Plug-in
It is possible to import and export IFC files.

Import IFC fileThe geographical features defined by IfcSite in IFC format is imported in UC-win/Road. When importing, thegeographical features data is converted into the geographical features patch data of UC-win/Road.
Go to "File" - "Import" - "Import IFC file".

・Load IFC file
Click Open icon, select the IFC file (*.ifc) to be loaded, and Click Open in the open dialog.
IfcSite entity will be displayed in the box if it is found in the IFC file.
・IfcSite entities
The IfcSite entity information is displayed.
Select the entities to convert into a UC-win/Road terrain patch. The regions of the selected ones will be indicated in
the plan view on the right side in red boxes. The entities not selected will be indicated in blue.
・Latitude and longitude
Select the latitude and longitude.
It is possible only when "New project, create mesh terrain from DTM data" is selected from the Import Methods.
Click the button to reset the IFC file to the initial state.
・Import method
The following import methods are available.
○New project, create blank mesh terrain at default height○New project, create mesh terrain from DTM data.
○Merge with existing project・Merge method for overlapping terrain patches
Terrain patches cannot be placed on top the existing terrain patch, therefore, select the method to overlap terrain
patches.
○Do not merge overlapping terrain patches○New terrain patches have priority when overlapping○Old created patches have priority when overlapping-295-

Option settings
Set up the parameters depending on the import method.
-

In case of “New project and create blank mesh terrain at default height"

・Blank terrain settings Default height
Define the vertex height of the blank terrain mesh. When the IFC file is loaded, the default height of all IfcSite datais converted to the smallest possible value. Click the back button to reset it.
・Select location-

In case of "New project and create mesh terrain from DTM data".

・Latitude and longitude
The smallest the latitude and longitude values in all IfcSite entities are displayed.
Click

to reset it to the smallest values.

・Select country
Select the country of the terrain file. Copy the terrain file to the folder C:¥UCwinRoadData XX.X¥Data
・Select location
・Terrain Type-In case of “Merge with existing project”

・Placement
Set the location of geographical features patch generated by IfcSite data. Local coordinate system of UC-win/Road
is used.
・Elevation offset
Set the offset value in the direction of the altitude when the IfcSite data is converted into geographical features.

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Export IFC file
Geographical features and the arranged model can be output from UC-win/Road as IFC data. It can be imported by
the application that supports other IFC.
Export IFC file from File - "Export" - "Export IFC file".
Set items before exporting, on the export settings window opened by above menu.
Check Export Terrain Data and select model to export.
Click OK to start exporting. Click Cancel to close the window without exporting.
Click "OK" to start exporting, and specify the file name of the destination file.

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Soil calculation
It is possible to calculate the amount of cutting and banking from the difference of the shape before and after
construction.

Soil calculation of road earthwork
On the soil calculation of road earthwork, the amount of soil is calculated from the difference between the surfaceof the road earthwork and the surface of the terrain. First create the shape of the road earthwork using the soil
section set in the road section. After specifying sections for the calculation case, the shape of soil section is created
only at the sections.

Next, delete the area that does not overlap when looking at the earthwork surface of road and the terrain surface
from above.

Then, compare the earthwork surface of road and the terrain surface, and divide it into the area where theearthwork surface of road is over than the terrain surface or under. The former is judged as banking and the latter isjudged as cutting.

After that, considering the prismatic column from the surface to the lowest height for each of earthwork surface ofthe road and the terrain surface, the volume of the prismatic column is calculated.

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Calculation flow
1. Set the soil section on the road section
Set the soil section on the road section or use the default soil section.
See Soil section tab in the Section Editor form for further details.

2. Generate a road
Create a road just like as a normal road, and apply the road section with a soil section on the Vertical curve Editor
form.

3. Open the Soil Calculator
From the ribbon "Analysis"-"Soil calculate", click

to open the Soil Calculator

4. Define the calculation caseDefine the calculation case of soil. See Soil Calculator form for further details.

5. Execute the calculation
Click "Calculate" button in the Soil Calculator form.

6. Check the calculation result
It is possible to check the calculation result, export the table to the file and display the result on the main form.

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-300-

4Dsimulation
1. Overview
The 4D Simulation plug-in offers different functionalities to manage a schedule starting from creating the tasks ofthe schedule all the way to launching the simulation to see the progression of your project.
The Gantt chart allows the management of the calendar according to national holidays and the addition of otherholidays, and the Gantt chart displays the construction work system in tasks and subtasks.

Go to “Record / Play” tab and clickof 4D Simulation.

The Gantt chart provides a visualization for the schedule. It contains a calendar that shows the working hours andthe holidays. In the gantt chart, the list of tasks of the schedule are displayed.
Using the zoom, it is possible to display different levels of details of the schedule. Drag it to see a smooth
expansion or contraction of the span of the calendar.

After opening the 4D Simulation main screen
is displayed.

a pull-down menu

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that can be used for 4D simulation

2. Gantt-chart
2.1 Task
The following buttons allows to add, delete, or edit tasks or childtasks.

: Add task
: Add childtask: Go to Parent, Go to Child, Go up, Go down
: Edit task
: Delete task
: Simulation Speed, Auto Adjusting Options

2.2 Task Editor

Click
to open Edit Task form. It is possible to set the attributes of the selected task, the resources to be
used, the preceding task, and the starting conditions for that task.

2.3 Task Resource
By creating various tasks as task resources and assigning them to each task, it is possible to adjust the schedule sothat multiple tasks do not use the same resource at the same time. Please refer to 3. Resources
After assign task resources, click.

To set options for auto adjusting, click-302-

2.4 Calendar settings
To change the settings of the calendar, select the menu on the Gantt chart, Setting - "Holiday Settings". This will
open the following window:

Check the days of the week as weekdays in the Weekdays Settings. Basically, the day without check becomes aholiday.
It is also possible to set the Starting Time and End Time of the working hours of the day.
Moreover, any day can be individually set as a holiday. Select a holiday date from the calendar and click the "+"button to add a new holiday to the list. To delete a set holiday, select a date in the list and click the "-" button.

2.5 3D models
When linking a model to a task, it is possible to choose to display the model in different intervals depending on thestart and end of the task and the start and end of the schedule.

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-304-

3. Resources
To add new resources to the project, select "Resources" from the menu.
On this screen, the unique resource name used in the Gantt chart is associated with the corresponding 3D model
on UC-win / Road. Add one or more resources using the ‘Add’ button, then select the 3D model for the added
resource name from "3D Model".

If the model resources used in the simulation is movable, it can be moved for a specific task. The movement can bea rotation, translation or trip on a road or flight path.
On this screen, set the type of movement of the selected model resource and the operation for the type of
movement.
Select a task in the Gantt chart task list, right-click, and select "Edit Moving Objects.

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4. Simulation
When all the tasks, resources and movements are set, it is possible to play the simulation to see the progression of
the project.
Click on the green triangle
to start the simulation.
The simulation can be paused, moved forward one day, or backward one day. The simulation can also be stopped
by pressing the stop button. The calendar displays the day's simulation.
When the schedule is turned on, it is possible to see the progress in the calendar, and the pink line moves
according to the ongoing simulation.

Click

to see the information of tasks and the ratio.

Clickto disable the camera movement. The icon will change to

Various simulation settings for 4D simulation can be set on this screen fromrefer to Help,

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.
. For the setting details, please5. Variables
It is possible to set up variables used for the graph. From menu, click Variables – Variables List.
There are 2 types: Fload Variable and Float Array Variable.

Enter the name, type, default value, and size of the variable. If Float Array Variable is selected, click
Default Value field and configure the settings in the Array Variables Editor.

in the6. Instructions
It is possible to define variables to be used in the graph. An indicative list is a mathematical operation, such as alinear function, or a formula that enables new values to be calculated using other variables.
From the menu, click Variables - Instruction Lists.

Set the instruction type, expression, time, date, and value. For the setting items, please refer to the Help.

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7. Graph Editor
Calculations and metrics related to the amount of building materials and labor costs for a project can be added, andthese can be displayed graphically.
Click Graphs from menu to open Graph Editor.

After creating a graph, the graph can be displayed by clicking the "Show Graph" button.

Click
step.

to export the graph in CVS format for a specified period of time at each specified

8. Import / Export
It is also possible to export into a *.csv file the data created in the 4D simulation plugin including the schedule andall the linked models and resources and actions.
The plugin can also read and import a schedule from a *.csv file. This allows the re-usability and manipulation ofschedules previously created in other software in order to launch a simulation based on these schedules using UCWin/Road.
For the Gantt chart it is possible to select which columns of the *.csv file represent what data so Gantt chart can becreated in third party application and easily imported into UC-win/Road.
The plugin reads the tasks and displays them on the Gantt chart. It also imports automatically the 3D Models, if thepath to the 3D model file is mentioned in the csv file. The import supports different file format for the 3D models
such as 3DS and RM formats.

Export Schedule
To export a schedule, go to the main menu – File – Export CSV.
Select a name for the exported schedule and save. The 4D Simulation Plugin will be saved into 4 files.
*.csv: this file will contain the schedule information.
*_resources.csv: this file will contain the resources information.
*_movingobjects.csv: this file will contain the moving commands information.
*_cameras.csv: for camera positions data.

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Import Schedule
To import a schedule, go to the main Menu – File – Import CSV. Select the csv file for the schedule to import. The
plugin will search for the csv files containing the information for resources and moving objects and camera settings
in the same directory under the names:*_resources.csv: for the resources data.
*_movingobjects.csv: for moving commands data.
*_cameras.csv: for camera positions data.
When selecting a csv file, the field selector window opens.

Import settings are configured on this screen. Please refer to the Help for the settings details.

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Data exchange with AutoCAD Civil 3DThe data can be imported/exported between UC-win/Road and Autodesk Civil 3D.

From Civil3D into UC-win/Road
Go to File - Import or Export - Civil3D Data exchange...
Select Civil3D version to convert to Civil3D 2006 to 2018.

Associated file: File path is displayed here.
Individual Road
Civil 3D
The roads which only exist in Civil3Dare listed. Select roads to be exchanged and click [Import].
UC-win/Road
The roads which only exist in UC-win/Road are listed. Select road to be exchanged and click [Export].
Shared roads
Common roads between Civil3D and UC-win/Road are listed. Click a road from Civil3D or UC-win/Road, and click[→]. Click [←] to release it. Then click [Upload] to specify it as a common road of Civil3D and UC-win/Road.
After selecting the road and importing them, go to [Next].

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Setting of terrain
When [Surface] is checked, the terrain will be exchanged.

Setting of sub-assembly
Sub-assembly generated by Civil3D is listed. Check Sub-assembly to be transferred to the constitution of thesection. Then set up the properties and the textures of checked sub-assemblies.

-311-

Check the section configuration
The items are listed in tree view. Click an element to be highlighted in bold line.

Section Option
Go to Section Option. Edit a road slope on "Cutting/Banking" tab, a roadway boundary and lane gape on “Roadmarking” tab.
Click Next to start exchanging it.

-312-From UC-win/Road into Civil3D
Go to File – Export – Civil 3D data exchange…

Select roads to be exchanged and click [Export].

Click Next to display the selected elements.
Click an element to be highlighted in red frame, which can be moved by dragging the mouse.

The terrain and the selected road terrain are displayed in Civil3D.

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Setting of the surface display
When the data are linked, only the surface borderline is displayed.
To display the components, select the surface border in the window, right click and open [Edit the surface style].
Then check the display ramp on [Display] tab

It is possible to change the colors depending on the altitude on Analysis tab.

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Crowd-315-

Character settings
It is possible to register character models from Edit - Scene - Library - Model Panel. Characters are either in MD3
format or FBX format. They can visualize pedestrians, bicycles, strollers, wheel chairs, and even animals like dogs,
cows, birds, and fishes. Load MD3 character models or FBX character models, which saved under C:¥UCwinRoad
Data x.x¥Characters. Each FBX character can be saved with textures and loaded from Menu - Load – MD3 model,
FBX model.

Download character
Download MD3 or FBX from Edit - Scene - Library - Model Panel menu.

Load MD3
Select a character and click Open toopen "MD3 character editor". The character is added to the "Character List
Editor" window.
Load FBX
Select a character and click Open toopen"FBX scene editor". The character is added to the "Character List Editor"
window.

Edit MD3 character
Edit MD3 character by right clicking - Edit. It is possible to customize its movement, skin (clothes), scale (size),width and speed.

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Edit FBX character
Edit FBX characters on the "FBX scene editor" form. Select a character and click "Edit" to open the "FBX scene
editor" form.
On the right side of the screen where the model is displayed, it is possible to switch camera modes, create
thumbnails, and preview animations.

■Offset tab
On this tab, set the position, orientation, and scaling offsets for the scene.
■Structure tab
On this tab, show the structure of the FBX scene and edit it.
■Options tab
Set the performance settings and animation settings.
Clickto open FBX Scene Take Manager form, where it is possible to set default
animations and associate walking, running, and other movements used in the simulation with the animations
contained in the FBX scene.

・Ani

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■Sound source tab
Check Validate sound sourve to assign a sound sourve to a FBX scene model.

To Move model
Place a character on a flight path.
*[Add Walkers] button is effective only when some flight path has been created.
At first create a flight path, then right click a character and select Move on – Flightpath.

Character Instance Editor will open. Set up the following settings.

Click "Start traffic movement"

button to display the character.

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Pedestrian settings
Go to the ribbon, Edit - Pedestrian - Network to have crowd moving in 3D space.
Network of walking routes (pathways) can be built within 3D space in which multiple pedestrians can be arranged
at one time. Each pedestrian determines their own path to walk on while they avoid bumping into each other.

Create/edit network
1. Create network and pedestrian profile. Open "Network List Editor”.

Please check Pedestrian Network on Visual Options.

2. Add the character to place to the pedestrian list, set the percentage, speed, and movement, and click OK.

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3. Add a new network on Network Editor.

Click New – Pathway. Click to set the route along which to place the pedestrian.
After clicking on the final point on the pathway, click “End path” to end it.

4. “Network editor" window lists added pathways and nodes.
5. Select a pathway and click "Edit". Set the name, pathway shape, weight, start/end node, average speed, etc.

6. On the "Pedestrians Generator" tab in the "Network Editor", click "Add" to add pedestrian profile. Set maximum
populate, rate, and initial population.

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7. Click "Start traffic movement"
button to display the crowd.
*Position/height of the start/end node or points in between can be edited by clicking on each of them in the main
window.

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EXODUS Plug-in
It is possible to import simulation results from building EXODUS and animate the evacuation in UC-win/Road.
EXODUS plug-in is required.

Workflow(1) Create a UC-win/Road project and a building model.
(2) Import EXODUS data and define EXODUS parameters.
(3) Execute EXODUS animation and search with EXODUS viewpoint mode or check EXODUS animation data.
(4) Create and execute the script incorporated EXODUS animation

EXODUS Link screen and settings

Click EXODUS Link…

from Simulation Link ribbon. The display will open.

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Read EXODUS data.
Pause the animation.
Previous Step, Play the animation, Next Step
Note: Animation pauses by the first click. Although it is backed to theprevious step by clicking again, it is still pausing. Animation will be resumed
by clicking PLAY button after that.
Stop and rewind the animation.
Specify the PLAY speed of animation.
Move the Animation to the certaintime.
Repeat the animation.

There are 3 tabs.
-

Camera manager:
Search for EXODUS scene using EXODUS original viewpoint mode.

-

Scene Graph
Display the detail information of the floors and avatars.

-

Options
Edit the data position and the height of stairs.

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Workflow
1. Import EXODUS data
In order to import data certainly, .vrs and .vrg files must exist in the same directory as the same file name.
Create a UC-win/Road project and arrange a 3D building model beforehand.
1) Click EXODUS link on ribbon menu.
2) Click Import button on EXODUS screen.
3) specify an EXODUS data directory and one of (vrg, vrs) pairs for the EXODUS project.
4) Click Open to start importing.

2. Define EXODUS parameters
Configure the parameter of position offset and environment. It is required in order to calculate correctly the
trajectories of avatars and the bottom altitude of the building. Open the related UC-win/Road project before editing
the parameters.
- Position offset
Specify the appropriate values in direction, Pos X, Pos Y and Pos Z.
- Environmental modelSpecify the new name of environment as needed.
Adjust the bottom altitude of building for all stairs or specified stairs as below.
a) For all stairs: Display all stairs on the class list and specify the height.
b) For specified stairs: Choose the stairs from the class list and specify the height. Repeat it to specify the heights
separately for each stairs.
The changes will be reflected immediately. Once the position of avatar is set, it is possible to generate the
EXODUS animation and the script.

3. Execute EXODUS animation
Open a UC-win/Road project, to which the EXODUS data was imported.

Click
to display characters.
The environment and characters will start automatically. The camera position is above the characters.
1. Move to the animation starting position with the viewpoint mode of UC-win/Road.
2. Click EXODUS link on ribbon Simulation Link – EXODUS Link
3. Execute and control the animation by animation reproduction option on EXODUS screen,
To view the animation from a viewpoint of specified avatar, click Stop button and input the avatar number oncamera manager tab. Then restart the animation.

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Viewpoint mode: Helicopter view
Viewpoint: View the selected avatar from above.

Viewpoint mode: Pursuit view
Viewpoint: View the selected avatar from the specified
direction (compass directions).

Viewpoint mode: Viewpoint of avatar.
Viewpoint: View the direction which the selectedavatar looks at.

Viewpoint mode: SearchViewpoint: View the scene from the left to right fromthe selected avatar.

4. Execute the animation on different conditions as needed. Select other avatar or other camera mode
5. Click Stop to finish.

4. Display animation data
It is possible to display the animation data relevant to stairs or avatars
1) Click EXODUS link on the ribbon
2) Expand the stairs or avatars on scene graph tab.
3) Click Level # or Avatar # to display the information on the right.

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Presentation-326-

Script (auto presentation)
When the script to which the content of presentation is set by the command beforehand is registered, a chain offlows can be presented automatically without operating it one by one.
Multiple scripts can be combined and executed as an animation.

Click
the script.

in Script / Animation to create a new script, and click*Checking "Loop"

to edit it. After settings, click

to runcan run the script repeatedly.

Animation list
It is possible to play animation by playing the scripts in order.
・[New Animation]: Add a new animation in the list. Click on the animation name in the lift to rename it.
・[Copy]: Copy the selected animation. Scripts added into the animation are also copied.
* In the meaning where two or more the names exist, the number of the name immediately after the
copied such as 2 and 3 attaches at the end of the name.
・[Delete]: Delete the selected animation.
・[Run]: Execute the selected animation in order of script registered. It ends when the last script is finished*The button is disabled when all the script are empty registered in the animation.
*When the script registered in the list of animation is selected, it is executed from the script selected about the
animation. It returns in the beginning when executed to the last one and it executes it.
・[Repeat]: Repeat the animation.
・[<< Add Script]: Add the selected script in the list on the right side into the selected animation.
・[Remove Script >>]: Remove the selected script in the animation list.
・[Up] / [Down]: Move the selected script up/down.

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●Example (Sample Data："Nihondaira Park Way")-328-

Movie Options
Higher-precision animation can be created by integrating AVI plug-in and the POV-Ray plug-in and outputting
automatically the POV-Ray script in each frame of AVI.

1. Movie Manager Options

Open the Movie Manager Options form from Record/Play Ribbon- Options
in Movie tab.
Configure the settings of the exporter folder, what to export, select the view to be output and enter settings andvalues for the output.

【Note】- The options, Invert Horizontal, Export Interlace and Clip Export Area, are only for AVI.
AVI, AVIBmp and POV-Ray folder of each view for AVI output are created.
Stop AVI recording from Record/Play - Movie. Then a folder titled "Date of starting the record_Record" will be
generated in the folder, where the folder of the view for the output is generated.

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【Hint】
The folder of the main screen is named "Main_View", and the oneof the camera view is named "Camera_the camera position
name”. If the camera position name contains the following
characters, it is converted to "_ (underscore)".
¥ (Backslash), / (Slash), :(Colon), . (Period,dot), ;(Semicolon), * (Asterisk), ? (Question mark), "(Double quotation), <(Left angle, Less than), >(Rightangle, Greater than), | (Pipe), CON, PRN, AUX, NUL,
COM1-9, LPT1-9, CLOCK$The number of the file name is the one of the beginning and the end. It corresponds with each image when AVI bit
map is output.

2. AVI Options and MP4/WMV Options
AVI Options
Simulations like driving, flying and script can be recorded in AVI. Open the setting by clicking
on the Movie Manager Options.
Configure the screen size and frame rate for output. And select an engine for compression. DivX and Codec
enables to create a AVI file with figh accuracy and high compression ratio.
Increasing the bit rate allows for cleaner recording, but increases the recording time.

MP4/WMV Options
Open the setting by clicking

on the Movie Manager Options.

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3. AVI Output

Click "Record/Play" Ribbon -to start recording.

Click "Record/Play" Ribbon folder".

to stop recording. The recorded AVI file is saved in "UCwinRoad folder¥AVI

The size of the screen is stretched to fit with the height and the width of the screen to be captured.
The current screen size is displayed from "File" menu - "Output Bitmap File".

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Import / Export-332-

Shapefile Plug-in
Overview
Shapefile is the file format that is developed by ESRI, and is generally used in the world of GIS today. Shapefilemeans not one file format but the GIS data which consisted of two or more files. At least three files (shp, shx, dbf)
are required for one data set, and eight more kinds of option files exist if needed. It can respond to "the peak, thepoly line, and a polygon" as geometric information, for example, it can be used for geographical feature, a road, alake, a river, etc. Furthermore, the attribute data for actually using data is also contained.

Import Shapefile
Read the shapefile or read the factor of shapefile into exiting project to the base edited as a new project by using
Shapefile importing screen. Open the screen from File - Import - Import Shapefile.
Road plane alignment, geographical feature altitude, and the information on a building can be directly read fromshapefile.

Settings
Importing Method- Import as new: It is possible to import Shapefile as a new project. This option creates the base project used tobe edit in future.
- Merge: It is possible to import Shapefile into the existing project. The project which reads Shapefile data must
be read into UC-win/Road then. This option is helpful to add a deeper detail and realism than the existing
project.
Coordinate system of the Shapefiles
Specify the coordinate system relevant to Shapefile. Choose from Japan, New Zealand, and other areas.

-333-1) Japan
Choose this option, when Shapefile data is Japanese data.
-Details
Choose the area number of the actual coordinate system relevant to Shapefile data, and a coordinate system.
2) New Zealand
Choose this option, when Shapefile data is data of New Zealand.
- Details
Choose the actual coordinate system relevant to Shapefile data.
3)Other
Choose this option, when Shapefile is the data of countries other than Japan and New Zealand. UC-win/Road does
not save the map data for foreign countries. Therefore, the coordinate conversion processing cannot be performed.
If this option is chosen in a new project, flat geographical feature will be created in the position relevant to thepresent application option default area setting.
- Details
Input the initial geographical feature altitude in the position which creates blank project.
By a default, the altitude of 1.1m above sea level is created.
Shapefile to convert
All added Shapefile(s) are displayed in the list. Click Add Files button to choose the file and define the parameters.

File import parameters
Set up the rules when UC-win/Road converts Shapefiles.
It displays if Shapefile includes the peak, a line or a polygon. This information is useful to determine which file ischanged by UC-win/Road. The table below shows the object type and what UC-win/Road will be transferred.

Terrain
Roads

Point

Line

Polygon

○

○

○

○

Buildings○

Note: The options are different in each object.
Conversion method
Select one of the option below to specify how the road chaning direction point is defined during conversion.

1) Keep as Break LineThe point changing the direction is located as a circle with a radius of 0.1m.
2) Circle
The point changing the direction is located as a circle that is automatically located. A radius is calculated dependingon the deviation of the point before and behind on plane alignment changing direction and distance.
3) Spline-334-

A spline road will be created and each point will be used as the peak of a road. Detail information how UCwin/Road manages conversion of Road Shapefile, refer to conversion of Shapefile.

General Conversion Settings for Buildings
The setting here is applied to all the buildings Shapefile listed for Shapefile conversion in global value.

*Surface Details
If this check box is checked, each wall will generate the building model created as each surface used on the "3D
Model Editor" screen (new building). Since this can set a separate texture as each wall of an after-conversion
building, it is effective.
*Group Buildings
If a check box is checked, the buildings are grouped in specific square area. Grouping will become effective if thevalue of one side of area is set up on the right-hand side.
When a buildings are grouped, a 3D model which consists of many buildings is created.
It is possible to edit the building model together by using "3D model Edit" screen (new building), so it is effective tomanage a lot of building models.
*Set Building Texture…
The building texture screen is opened, and the default texture for all building roof or wall to be changed can be set.

Preview area
On the right, the preview of the object contained in Shapefile to be read from now on. It is helpful when determining
which file is used in UC-win/Road if the object type is not clear.
Note: When Shapefile is synthetically imported to the existing project, the geographical feature, a building, and aroad of the existing project are displayed here.

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Preview color introductory notes
Shapefile Object

The object of the existing project

TerrainDeep grayThin gray

Road

Blue

Green

Building

Bright greenNon-display

The maximum project area guide
The maximum project area where the visible outline of a purplish red color can read an object is shown.
New project
When having read data as a new project, the visible outline shows the area of 20km x 20km, mainly the reading
area. (see the selection of reading area). The visible outline shows the maximum area which can be used in UCwin/Road. The area exceeding this project area cannot be read. Since the size of actual project area is changed
when related map data is processed in the case of Japan and the New Zealand project (or project using these area
setup), for details, refer to Shapefile conversion.
In case other project, if a selected area is located within a region of a guide, a guide can be moved. refer the
movement of project area about this operation.
Note: After selection of reading area, a reduction function may be needed to see a guide.
Existing project
When reading data into the existing project, the actual range of the existing project is displayed inside a guide. The
object outside this area is not read.
All the objects settled in the existing project area can be imported (When the area to read is chosen). Or the objectof the selection area in a project boundary can be read. Refer to the selection of reading area for this operation.
Note: About the project using Japan map data, the east-and-west width and the north-south width of the area of theexisting project are about 20km by the processing method of Japan map data. When choosing reading area, it isnecessary to know this, and it needs to exceed the maximum project size which is 20kmx20km, and needs to makeit the contents. For details, refer to Shapefile conversion more.
Note: Project area is unmovable to the existing project.
■ Tool bar
The following operations can be performed by preview.
ExpandMove

Display area is expanded based on the center ofdisplay area.
Display area is reduced based on the center of display
area.
Move the preview area to see the invisible part.

Whole display

Back to an initial display state.

Selection of reading area

Select the range to be read Shapefile.

Movement of reading

After the area to be read is selected, this button allows
moving this area.

Movement of project area

Once the area to be read is selected (see the note
below), the position of the project area can be changed
whenever the place that is read by this movement
button.

Reduce-336-

ImportClick
to start importing Shapefile.
A conversion situation is displayed before reading is completed. Check asituation message, and when solution is a required problem, refer to solution of
the problem of the error message in reading. An example of the successful
conversion situation message is shown on the right.
Close.
a screen will be closed and one processing will be performed in following.
- If conversion is successful, or if it succeeds partially, the procedure of creatingof a new project, or synthetic reading to the existing project is completed.
- When conversion is failed, the screen will be closed without processing
anything.
- If the close button is clicked, the screen will be closed without holding data.
It may be shown that the item in Shapefile may be unable to be changed intosome messages displayed on the panel which displays a conversion state. The
project of the result for giving the determination of which Shapefile item was notchanged is shown in a preview panel.

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Global Models
It is possible to load and automatically arrange various models which store the coordinate values in the same
coordinate system as the UC-win/Road. Mainly, it is possibel to use for the following model data;- Urban model data
Example: MLIT PLATEAU model data, Zenrin 3D urban model- Exported data from software
Example: UC-win/Road 3D model (X-Y coordinate)

Go to File – Import – Import global positioned models.
On this form, first specify a folder or a file which contains models, then set up the setting for loading models.
Click "Import" to start arranging the models on the specified coordingate location.

Settings
Import Files / Folder
Specify a file or folder to import.
File types to importSpecify the file type to import from the following;

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-

3DS (*.3ds) file
FBX (*.fbx) file
OBJ (*.obj) file
Collada (*.dae) file

3DS importer options
Set up the options for 3DS importer.
Apply master scale: Check to apply the values of the master scale within 3DS file.
Unit: Specify the unit of 3DS file in m, cm, mm or inch.

FBX importer options
Set up the options for FBX importer.
FBX SDK version: Specify FBX SDK version. Basically use the latest version. If the loading failed, try again with theother version.
Recalculate normals:Check to recalculate the normals.
Only single side faces: Check to display only the side faces.
Material same as 3D models: Check to apply materials suitable to 3D models.
System unit: Select whether to overwrite the unit or not. It is not needed to set this up for FBX models, which havethe unit information. Set this up in case that the unit is not specified correctly or there are other models whose unit
is specified.
Axis system: Select whether to overwrite the axis or not. It is not needed to set this up for FBX models, which havethe axis information. Set this up in case that the axis is not specified correctly or there are other models whose
axis is specified.

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GIS View
GIS View is the tool to import, display, edit and export the GIS data. It is possible to import the GIS data, andintegrate the map file (FGW： Forum8 GIS Workspace). It allows GIS data to import, integrate to the map file
(FGW: Forum8 GIS Workspace) and display in UC-win/Road or Google Earth.

1. Supported File Formats
File TypeArgs

shp File

ESRI shape file type

Supported
ActionImport/export

dxf File

Auto CAD file type

Import/export

slm, slp, sal, xml File

Japan Geographical Survey Institute Digital map 1/25,000,1/2,500

ImportMem File

Japan Geographical Survey Institute 5m,10m,50m Mesh

ImportText File

Polyline text

Import/export

Image File(*.bmp,*.tif)
fgw File

Import/export
FGW : Forum8 GIS Working space file

Import/export

2. Export functions
The functions of exporting to UC-win/Road are listed as below.
Object type

Property

Remarks

UC-win/Road

Point

None

The point and the group points included in the optional shape.

Terrain patch

HeightDefine the terrain elevation

None

Optional line and polyline are exported as a road line

Terrainelevation
Road

Name

Set the road name to be exported.

Road name

None

Optional spline curve is finely cut, and exported as roadhorizontal line.
It can be set for exporting the road name

Road

HeightOptional polygon is exported such as the block is pushed to thegiven height in the space
Define the block heightName

Set the model name to be exported.

3DModel(building)
Height ofmodel
Name of model

None

The image layer is exported as satellite image or street map of
UC-win/Road.

Line, Polyline
SplineName
PolygonRastar Image

None

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Road name

Satellite image

3. Window

3. Map view

2. Layer list

1. Menu, toolbar

4. Navigation map

3-1. Menu, Tool bar

Open map
Close map
Save
Add layer

Open FGW file
Close the current FGW file
Save the current FGW file
Add layer data file (*.dxf, *.shp, *.lem, *.mem, *.pnt, *.arc, *.pgn, *.xml, *.bmp, *.tif, *.txt) to thecurrent map. It is possible to import multiple files.

Show Full Extent
Panning
Zoom In
Zoom Out
Dynamic Zoom
Centre Zoom In
Centre Zoom Out
RefreshPrevious View
Next View

Display the map in full size within map view
Remove the map view by dragging
Left-click on the map view position, drags it to specify the rectangle area and zooms in.
Zoom out around the position where the map view is left-clicked
Zoom in/Zoom outs by dragging.
Zoom in around the map view.
Zoom out around the map view.
Refresh the map view.
Display the previous map view.
Display the adjacent map view, then further map view-341-

Select object
Select object by area
Select/Unselect all
Selected object’s
information
Cut
Copy
Paste
Move object
Edit Vertices
Rotate object
Delete selected object(s)Polyline
SplineArc
PolygonRectangle
EllipseLoad image

Right-Angle Snap
Grid Snap
Disable Snap
Snap Options

Select the object.
Select the object within the rectangle area by dragging.
Select/Unselect all available objects.
If the object is selected, the information will be displayed in [Object information]
window.
Cut the selected object.
Copy the selected object.
Paste the copied object to edit layer.
Select and move the object. Object is selected by first click, then it starts to be
moved by second click, and placed by third click.
Select the object, and edits the vertex. Edit will be finished by double clicking, andthe edited information is saved.
Select and rotates the object. Object is selected by first click, and then decides therotation center position by second clicking and the rotation will be finished by third
clicking.
Delete the selected object.

Add a polyline object to the editing layer. Adds the vertex by clicking the map view. Adds theend by double-clicking.
Add a spline object to the editing layer. Adds the vertex by clicking the map view. Adds theend by double-clicking.
Add an arc object to the editing layer. Creates the ellipse figure by first two times clicking,defines the start and end of the arb by next two times clicking.
Add a polygon object to the editing layer. Adds the vertex by clicking the map view. Adds theend by double-clicking.
Add a rectangle object to the editing layer. Adds the corner of rectangle by first clicking,defines the opposing corner by next double clicking.
Add an ellipse object to the editing layer. Defines the rectangle angle which defines the ellipse
size by first clicking, then defines the opposing corner by next double clicking, and draws theellipse inside of it.
Add an image to the editing layer. Clicks the button, and selects the image file (*.bmp, *.tif) in
displayed dialogue box. Draws the rectangle which defines the image area.

Draw the point horizontally or vertically for the previous point.
Align the figure to the grid in case drawing and editing the object or editing the vertex,
Release the snap function for the right angle, grid.
Set up the property of the snap grid.

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Snap type

Grid Size
Grid Color

Snap Enable
Turn on/off the snap function.
Right-Angle Snap
Turn on/off the snapping the right angle.
Grid Snap
Turn on/off the snapping to the grid.
Input the size of grid cell. X is the lateral direction. Y is the vertical direction in meter.
Input the color of the grid cell for snapping.

Layer Manager

Layer Merger
Layer Separator
Line cleaner
Polygon cleaner
DEM cell converter
Coordinate converter

Opens [Layer Merger] window.
Opens [Layer Separator] window.
Opens [Line cleaner] window.
Opens [Polygon cleaner] window.
Opens [DEM cell converter] window.
Opens [coordinate converter] window.

Functions

Send Data to UCwin/Road
3D View
Area survey
Distance Measure

Draws and defines the rectangle area for exporting to UC-win/Road.
[Export to UC-win/Road] window will be opened.
Defines the rectangle area for displaying [3D view] window.
If the polygon is drawn on the map view, the message information window will be
displayed in right bottom, and the circumference and dimension of polygon will be
displayed.
If the polyline is drawn on the map view, the message information window will be
displayed in right bottom, and the segment distance and total distance will be
displayed.

Bookmarks

Add the current view to bookmark.
Delete the current bookmark.

Add the scene of current map view to the bookmark list.
Delete the scene of current bookmark from the bookmark list.

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3-2. Layer list
All layer lists included to the current GIS data map are displayed. The layer display in the map view such asadding/deleting the layer, managing the property is controlled in this list.
Layer list manager
Set up the layer in editing layer. Object can be created andupdated within this editing layer.
Light pencil：Editable
Dark pencil：Read only.
Set up the layer display.
Light on：display
Light off：not display

Select the availability of selection.
Light arrow：Selectable
Dark arrow：Unelectable

Move the selected layer to next up level.
Move the selected layer to next down level.
Move the selected layer to top level of the map.
Move the selected layer to bottom of the map.
Make all layers displayed.
Make all layers non-displayed.
Make all layers editable.
Make all layers uneditable.
Update the map view.
Name

Name of the selected layer.

Type

Type of the selected layer.

Label

Label field of the selected layer.

Count
numberObject number of the layer.

Right-clicking opens a pop-up menu.

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3-3. Map view
The current map data is displayed by the view which has the different layer and the settings in the map view.
Pop-up menu will be opened by right-clicking.

3-4. Navigation map
The navigation map displays whole of the current data map.
Red rectangle indicates the range displayed on the current map view. The display range of the map view can becontrolled by removing the red rectangle.

Navigation map option window
Choose the layer for displaying on the navigation map from this window.

4. Layer
4-1.

Layer information

It is possible to add or edit the layer information.

-345-

4-2.

Layer rendering window

Set up the layer rendering information on this window.

4-3.

Layer table view window

This is the table view information. It displays object IDs, filed names, counting numbers. It is possible to display
other functions by right-click menu.

4-4.

Layer Separateor window

The layer is separated into some new layers based on the object type on this window.

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5. Sorting function
5-1. Line cleaner window
The selected layer will be connected based on the condition setting. On this window, connect the end of theindividual line.

5-2. Polygon cleaner window
On this window, connect the end of the polyline. The polyline is converted to polygon.

6. Convert function
6-1. Coordinate Converter
On this window, set up the layer coordinate system and convert the layer coordinate system to the different one.
There are some coordinate system in GIS data, so it is needed to integrate different coordinate system.

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6-2. DEM cell converter window
On this window, create DEM cell which depends on the setting of the z value for target layer (or selected layer) andthe cell size. The new DEM cell layer will be created as a layer of polygon type for rendering DEM cell efficiently.

7. Export to UC-win/RoadOn this window, connect GIS view data to UC-win/Road.
Set up the layer export parameters, export method, conversion method, building models and coordinate system.
Please refer to the Help for the setting details.

The table below indicates the relationship with UC-win/Road object.
GIS layer typeUC-win/Road object
Polyline typeRoad, Terrain
Polygon type
Terrain, Building
Point type
TerrainImage type, Captured
Satellite image
image
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UC-win/Road GIS view plug-in
Select [Import GIS view data] from File menu in UC-win/Road main window. [UC-win/Road connecting window] in
GIS view is only available when the system is working.
If [UC-win/Road connection window] in GIS view is not opened, the empty message window is not displayed.
Open the [Export to UC-win/Road] window from GIS view user interface, the application will be mutually connected.

8. KML export window
On this window, export the selected layer to KML file.
Configure the target layer, Z field, map coordinate and coordinate.

9. 3D view window
On this window, display the map view data in 3D view window.

Mouse operation
The mouse operation is available to use 3D view
conveniently.
Move left: Turns around Z axis in clockwise.
Move right: Turns around Z axis in anti-clockwise.
Move up: Zooms in the center
Move down: Zooms out the center.
By holding Shift key
Rotate: 3D view by mouse cursor.
By holding Ctrl key
Move: 3D view in mouse cursor.

Fully Extent: Display fully 3Dmap.
Zoom in Towards the Center: Zoom in the center of view.
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Zoom Out From the Center: Zoom out the center of view.
Vertical Exaggeration: Highlight the vertical direction by adjusting the slide bar.
Rotation Speed: Set up the rotation speed.
Map view: Switch to the map view.
Right click to display the popup menu.

ShowXYZ: Display the coordinate.
Display Sky: Display the sky image.
Rotation
Copy Image to Clipboard: Copy the current image to the clipboard.
Object information window
There are two tabs on the object information window, one displays the layer attribution, another displays the space
information.
Left: Attribution information tab
Right: Space Information tab-350-

Parking Model Plug-in
It is possible to import parking lot drawing data created by FORUM8's CAD system "UC-1 Parking Drawing
System", which is based on parking regulation. The outer line of the parking lot, boundary line for each parking
space, and road marking (such as an arrow indicating the driving direction) can be drawn accurately based on it.
Since the imported drawing data, like buildings and cars, is treated as a model, it is possible to place them in anarbitrary position or rotate them.
*"Parking Model Plug-in (ParkinglotPlugin.bpl)" is required.
Go to File - Import - Load Parking Lot.
Parking Lot List Editor will open. Here models of parking lot are listed.

Load a file or select data in the list screen and click the Edit button to configure various settings on Parking Lot
Editor■Parking Lot tab
Input the name of the parking lot, and set upthe
texture on the ground.

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■Lane tab
Set the color and line width of passage line.

■Stall tab
Set the color and line width for the parking mass forthe vehicles.

■Stop tab
Set the color and the height of the stop block set up
in each parking mass.

■Arrow tab
Set the color of road sign.

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■Handicapped parking space
Set the color and width of the stripes and internal parking signs for handicapped spaces.

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Export Scene Plug-in
This function enables the outputs of all models with geographical features in 3D space of UC-win/Road in
an arbitrary 3D model data format. For example, it will be possible to use it with various editors and tools
such as 3ds Max by outputting it in 3ds format, (3ds format is the standard).The 3D model output data format is planned to increase to include various formats such as FBX, Obj, VRML and OpenFlight.
Go to File – Export – Export 3DS…
The settings screen will open. After setting the following items, click the Export button to start exporting.

File Format: Specify the format of the 3D model data file
Output Option: Specify the file output method.
Filter Option: Check the boxes for the output.
Coordinate system: Select the coordinate system of the model to be output.
Additional options
Output xml file for project information
This option is available only when "Each Objects" as output option is selected.
If checked, an XML file will be output to the file output destination.
Separate road side terrain
This option is available only when "Each Objects" as output option is selected.
Checl to split the terrain grid containing the road into a terrain grid within the number of grids specified in"Number of road side grids" and other terrain grids, and saves them in two 3DS files.
Texture format: Select the texture file format.

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DWG Tool
The DWG tool plugin enables to import and load DWG format CAD data into UC-win/Road and to export UCwin/Road projects into DWG format. It is possible to import 3D Model and Road Cross-section and export road andterrain data.
It needs DWGToolPlugin and ExportScenePlugin.
Supported DXF/DWG format versions for import: R13 / R14 / 2000 / 2004 / 2007 / 2010 / 2013 / 2018
Supported DXF/DWG format versions for Export: 2010 / 2013 / 2018

1. From UC-win/Road to DWG
1. Go to File - Export - Export DWG.
2. Enter the criteria the DWG Export window. (■See Below)
3. Click on the Export button and specify a destination folder.
4. Export starts.
5. A message “Finished exporting the scene” appears. Export is completed.
DWG Export setting window
Set up the output unit, color setting, filter option and coordinate system.

Configure the followings;- Output unit
- Color setting- Filter option- Coordinate system-355-

*Moreover, check "Use offset" check box to give the offset to the coordinate.
・East - WestEnter the offset of east-west direction in m. Enter a positive value to move a model to east, a negative value towest.
・North - SouthEnter the offset of south - north in m. Enter a positive value to move a model to north, a negative value to south.
・Height
Enter the offset of the vertical direction in m. Enter a positive value to move a model up, a negative value down.

2. From DWG to UC-win/Road
There are 2 methods.
(A) Importing surface information as a 3D model
Import DWG data as a 3D model data. The following entities can be supported;
3DFACE, MESH, 3DMASH, PMESH, TRACE and SOLID
The following entities use the decomposition command and are read for those decomposed into the entities listed
above:
BlockReference, SURFACE, Extruded surfaces, Lofted surfaces, Rotation Surfaces, Sweep Surfaces, 3DSOLID,BODY and REGION
1.
2.
3.
4.
5.
6.

Go to File - Import - Import DWG.
Select a DWG file to be imported.
Set parameters.
Enter the name displayed in UC-win/Road.
Select a Model Group Type and click OK.
Find a model from the Model Panel*Right click any position to open the pop-up menu to sort models. The imported model can be found easily bysorting by “modification date”.
Left click on the imported model to place it on a main screen.

(B) Importing line information as a cross section
Import DWG data as a cross-sectional data. The following entities can be used:
LINE, LWPOLYLINE, 3DPOLY, POLYLINE, ARC and CIRCLE
BlockReference uses the decomposition command and is read for those decomposed into the entities listed above.
1.
2.
3.
4.
5.
6.

Go to File - Import - Import DWG.
Select the DWG file to be imported.
Set parameters at the setting window.
Enter the cross-sectional name displayed in UC-win/Road. Data type is always general cross-sectional parts.
Select a section type from road, railway bed or railway tracks.
Select whether this is a road, bridge, or tunnel. Although a file contains all 3, it still necessary to specify onlyone.
7. Select a layer of DWG file.
8. Click OK. The Section List will open.

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CityGMLPlug-in
CityGML is an international file format for urban models that stores a variety of models, including buildings, roads,
railroads, urban facilities, and plantings. Attribute information may also be assigned.
This application can read CityGML and visualize it. It is also possible to see the values of attributes contained in the
CityGML model and to export UC-win/Road project in CityGML format..

Download PLATEAU data
PLATEAU's CityGML data can be downloaded from the following page. Click on the link for each city name.
https://www.mlit.go.jp/plateau/opendata/

Load CityGML data
First, create a project as the basis for the model to be imported. There are several ways to create a project. In thecase of Japan, importing the Geographical Survey Institute tiles can be used to easily create a topography withaerial photographs pasted on it.

Next, go to File – Import – Import CityGML files… or Edit – CityGML .
Select a file from Add files, set options, and import. See Help for more information on setting options.

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After setting the options, click Import button to begin import. Please check the status on the status display andprogress bar at the bottom of the import screen.
To interrupt the process, click "Terminate" to stop the process. However in the case of a file read or cleanup
process, even if interrupted, it may wait until the process is complete. When loading is finished, the model will be
displayed.

View attributes
Go to Edit - CityGML and click a model imported from CityGML file. The display shows the attributes ofthe model.
The Attributes tab displays the CityGML attributes recorded in the model, and the Raw data tab displays theattribute strings.

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Export CityGML
It is possible to export a project of UC-win/Road in CityGML. Buildings from the placed 3D model, roads from theroad model, and terrain from the terrain model can be output.
Go to File - Export – Export CityGML to open the CityGML export screen.
Select the output target and click Export to begin the output. Please refer to the Help for notes on use and output.

Information on imported CityGML and output settings for CityGML data can be configured on the "CityGML" tab of
the 3D model edit screen.

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OSM (OpenStreetMap) Plug-in
Open Street Map (OSM) data can be linked with UC-win/Road.
OpenStreetMap (OSM) is a free and collaborative map of the whole world. Elements such as roads, tunnels,
bridges and buildings can be displayed.

1. Export OSM data
Export map data (.osm) from OSM website).

2. Load OSM file from OSM Plugin
Go to File – Import – Import OpenStreetMap Data....
Select a file imported from OSM website and then click Next.

3. Customize your parameters
Set up default parameters for roads such as Lanes, lane's width, middle width, and other width as needed.

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3. Connect ways
Connect road together in order to generate one road in UC-win/Road instead of multiple roads. Selected roads are
displayed in red and orange. Clcik Next.

5. Customize road parameters
Change the names of road. Selected road is displayed in color. Whether the road is Two-ways or one way is also
displayed.

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6. Output
It is possible to import it to current project or save to LandXML
When it is saved to Land XML and loaded, the roads on OSM are reproduced.

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OpenFlight Converter plug-in
The OpenFlight file format (PRESAGIS) is a file format to express 3D space. It has a database structure called
scene graph and controls information such as 3D geometry, texture, position/direction, etc. for each node.
It is possible to divert 3D models created by OpenFlight format with this OpenFlight Converter plug-in.
The OpenFlight plug-in imports the "3D streetscape scene" created by OpenFlight format and exports UC-win/Road
scene to OpenFlight format. The scene file of OpenFlight format exported by the other application can be imported
to UC-win/Road.

Operation flow
1. Activate
Go to File-License Manager, activate "OpenFlight plug-in"

2. Export FLT file
Open a UC-win/Road project and go to "File"-"Export" - "File" - "Export"-"Export FLT file...". Set up the parametersand click "Export" to export a UC-win/Road project data to the specified folder in FLT format.

3. Import FLT file
Go to "File" - "Import" - "Import FLT Model" to select a FLT file, and click Open to import the data into the UCwin/Road. The data is imported as a general model, so that it is possible to put the models on the VR space in thesame way as the normal models.

4. Create a driving road
The imported OpenFlight model is recognized as 3D model in the UC-win/Road. Add a transparency road fittingwith the road on the OpenFlight model and drive on it.

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OpenDRIVE Plug-in
OpenDRIVE® is an international standard for highly accurate road networks for advanced automated driving
promoted by ASAM (Association for Standardization ofAutomation and Measuring Systems). The data stored in an
OpenDRIVE® file is the geometry of road objects such as roads, lanes, and road signs, and can also describefeatures along the road such as traffic signals.
The purpose of OpenDRIVE® is to provide a road network that can be used for simulation to develop and validate
ADAS and AD functions. OpenDRIVE® allows road networks to be exchanged between different simulators,
reducing road network file creation and conversion costs.
OpenDRIVE® version 1.7.0 is supported.

Operation flow
1. Go to File – License Manager and activate OpenDRIVE® Plugin.
2. Create a project and go to File – Import – Import OpenDrive…
3. Set up the parameters.

4. Click Import and select a OpenDRIVE file to start importing.

After import
If the imported data contains junctions, generate manually intersections after import. See Help for details.

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FORUM8 Products (3D Model Creation)
1. Create models by UC-win/FRAME(3D)The model data which is created in UC-win/FRAME(3D) can be loaded in UC-win/Road.

1-1.

Create a flame shape

Left: Select a basic pattern, enter the arrangement shape size, and create automatically the node coordinates andelements.
Right: The node coordinates and the elements can be cut and pasted using Excel spread shee【Nodal point coordinates, elements, editing】

1-2.

Create the section shapeEnter a geometrical shape using the section form template, and create a section. It is possible to generate various
shapes by combining several forms.
【Creating section shape 1】The superstructure section 【Section shape creating 2】The diagonal section

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1-3.

Define the section shape and set the color

Select an element and define the section【Setting of the color】

After definition, save the 3ds file from "File"- "Export".

Hint: Depending on the model shape, define the flame and section form better.
For the arch model below, define a section focusing on A component instead of B.

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Create the following section and define it.

When loading a model in UC-win/Road, it is separated into layers of components. Therefore, do not define
unnecessary components. When an unnecessary layer is created, it can be integrated using the other modeling
tool.
When the section shifts from the flame position, the differences in the section can be adjusted by setting theposition of the flame line (optional).

For the arch model below, set a shell and section as follows.

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The model after transformation can be output.
Clickafter frame calculation, and then click.

The model before transformation can be hidden by clicking Display wireframe. And the elements to display can beselected.

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Click Display solid model to export the model before transformation.
Then load it to UC-win/Road.

2. Creating models in UC-1 series
Right click on 3D screen, and click“output", then select 3DS as the file type.

At present, the compatible FORUM8 UC-1products for 3 dimensional file output are followings:
Pier design, Abutment design, Box type abutments design calculation, RC substructure design calculation, Pile
foundation design, Foundation design calculation, Temporary sheathing work design, Temporary piled jetty design,
Double-wall cofferdam design calculation, Box culvert design, Retaining wall design, Slope stability analysis,
Manhole design calculation, 3D landslip slope stability analysis (LEM), UC-Draw Tools-369-

3D model creating software
AutoCAD(1) Using a DXF file
Go to "File" - "Open", and select DXF file from "File type".
Go to "Display" - "Viewport" - "4 Viewport", and set the display screen.
Set each window to active, and click "Settings" → "3D View" → each view (the side, the front).
*As the screen which loaded 2D DXF is set to a plan figure, change the viewpoint to the side, front, and 3D(the southwestern isometric-drawing etc.)
3. Move / Copy each figure to each viewpoint.
1) Select a figure to move (copy), and click "Edit" → "Copy" of the drop-down menu.
2) Select the position to move (copy), active (click with a mouse), and select "Edit" → "Paste" of the dropdown
menu. Arrange to the optional position.
*When moving (copying) the figure to each viewpoint, "copy" command of Auto-CAD cannot be used.
1.
2.

4.

Delete the unnecessary figures and lines from the plan figure, and create the intersection point in 3D view byusing "move command".

5.

Click "Create" - "Surface" - "3D mesh" or "3D face" and define each 3D face. "Display" - "Rendering" is usedfor 3D display confirmation.

Rendering

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6.

It is possible to create 3D through the use of a polyline and depth specification if the diagram is level withsome surface.

(2) Using AutoCAD 3D creating tool
Auto-CAD also supports 3D shape commands such as cube, cylinder, etc.

(3) Save to 3DS file
Select the range to convert to 3DS, select 3DS as file type and go to File - Output, and save it.
*The unit of UC-win/Road is "m". When creating by "mm" with Auto-CAD, reduce it to 1/1000 before converting(save to 3DS format), or reduce to 1/1000 after reading with UC-win/Road.

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3ds Max(1) Using DXF file created with CAD
1. Go to File – Load, and select a DXF file. "Load DXF file" dialog is displayed, but click "OK" button as the default.

2.Select "Object" from the tab panel or create using the menu from the list.

(2) Paste the texture
1. Select the "Select by name" button, and while using the "Ctrl" key, select multiple objects with piers selected
and click on the "Select" button.

2. When "Rendering"-"Material Editor" is selected, the dialog box of the left figure is displayed. Many spheres canbe seen and the sphere within the white frame is in an active state.
3. Refer to the folder which the texture data is saved with Windows Explorer. Drag the texture data to be pasted
and drop it on the active sphere. The texture data which was dropped on the sphere is displayed.
4. Click "Allocate the material to the choice"of the material editor, and close "Material Editor" dialog box.

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(3) Save to 3DS file
Go to File – Output and save it. Uncheck "Save Max texture coordinate".

To load the model with pasted texture from UC-win/Road, it is necessary that the saved model and texture data are
saved in the same folder.
When saving the model with pasted texture, the maximum length of name of the texture data is 8 characters as it isessential that texture data must be in "8.3 format".

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Shade(1) Create a model
Use the tool box in shape creation.
PEN Tool

Text Effectors

SOLID Tool Setting of color(2) Save to 3DS file
With UC-win/Road, settings for color and display/ hide functions are done for every layer. When creating a modelwith Shade, it is necessary to set a layer in the following procedure. (In direct conversion to 3DS, the layer iscreated for every created element)
1. Select every parts to classify, and export by clicking "File" → "Export" → "3ds".
2. Import the parts which has been output in the new creation screen.
3. Select "File" → "Import" → "3ds".
4. Select each part perform polygon conversion. Click "Modify" → "Convert.

5. Select all and re-export by clicking "File" → "Export" → "3ds"-374-

(3) Uing 3DS file
Go to File – Import, and choose a file to load.

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Texture Creating And Editing
1. Windows Paint
1. Open Windows Paint application.
2. Change the size or rotate the picture.

2. PhotoshopNew creation

Create a new file
1. Specify the size from "File" - "New".
2. Draw or edit with the following tools.
[Tool Box]
Choose: Choose an area.
Move: Move a range.
Free choice: Specify a range freely with free hand.
Auto-select tool: Choose the range (the red flower etc.)which a color is uniformly put to even if it didn't trace
out lines.
Clipping tool: Remove the part of the image to create the focus and the emphasis part of the composition.
Correcting brush tool: Correct the incomplete part and match it with the image around.
Brush: Paint with brush.
Stamp: Create the copy of the image.
Eraser: Restore the part of the image.
Fill: Fill in color.
Shade: Shade a cleared part and an edge of image.
Text: Enter a text.
Pen tool: Create or edit the line and the shape of the straight line, the curve or the free-form.
Drawing tool: Draw a rectangle, a circle, a line etc.
Syringe: Copy the color.
View: Move the image.
Expand/Reduce: Expand/Reduce the view of the image[Changing color]-376-

Colors can be changed by specifying each color number or choosing from a color sample.

Create a sign
It is possible to process in the penetration by making a background color black.
Use "Fill", and set the background color black.

Click the drawing tool

Click

to open the menu bar. Choose "Oval tool". Press shift key and draw a circle.

"Creating the opaque part of the layer" from the dialog.

Go to "Choosing range “ -”Change the choice range" - "Reduce the choice range", and create a layer from "Layer" "New Layer".

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Choose “Red”, Click "Fill".

Click "Rectangle tool" from the menu bar, and draw a rectangle.

Change the color of whole texture
Go to "Image “ -”Tone of color revision “ - ”Variation".

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Practical-379-

Point cloud modeling plugin
The point cloud modeling plug-in is the plug-in that import and utilize the millions of point data counted in the fieldby 3D laser scanner (High accurate GPS mobile counting system) into UC-win/Road. Furthermore, it is possible toimport point cloud data collected from a mobile 3D laser scanner, MMS (Mobile Mapping System), to UC-win/Road
to create road alignments (horizontal curve, vertical curve, road section curve) or extract and edit road section froman arbitrary point.
・Import more than 50 million point cloud data (Note: the amount of point cloud data that is importable depends on
the PC hardware capacity)・Extract coordinates and color information from the point cloud data which are recorded in text or CSV format*Note：Point cloud data is not saved with the UC-win/Road data, therefore, the point cloud data is not includedin the UC-win/Road data file (*.RD). However always keep the UC-win/Road data file and the point cloud data file
together in the same relative folder tree.

File format
This is an example of the file format for the point cloud data. Data is divided by comma (,), and decimal point
character is period (.).

In the point cloud data file, a line shows the information of a point. This plug-in extracts the below data in that csv
data・x coordinate ・z coordinate ・y coordinate(height)
・r value(red constituent)・g value(green constituent)・b value(blue constituent)-380-

Load Files

Go to Poing Cloud –to import (a) files recording the point cloud information.

Setting of white cell can be changed by placing the cursor over and pressing Enter key.
Name: Display the name of the point cloud data. It can be renamed by pressing Enter.
View: Choose whether to display the point cloud model in the main view. Uncheck the box to hide the model.
Move: Lock or unlock the model using the padlock icon. When locked, the positions and the angles of the modelcannot be edited in the main view.

File: Displays the full path and file name of the point cloud data.
Number of points: Indicates the number of points imported.
Type: Indicate the scanning method. Select a scanning method from the settings form opened from Settings buttonin advance. Normal indicates that the data was collected using a fixed equipment while MMS indicates that amobile device was used.
Origin X, Y, Z: Display the coordinates of the point cloud data in meters. These coordinates are not based on thecoordinate system within the UC-win/Road environment, but it is based on a coordinate system where the center ofthe point cloud is assumed as 0. The unit is m.
Angle: Indicate the angle of the point cloud model. The unit is Degree.
Delete: Delete the selected point cloud data.
●Coordinate of Point Cloud data
This plug-in adjusts the center position to move onto the center of the terrain map for x coordinate (east - west) andz coordinate (north - south). But for the y coordinate (Height), the height of the center position should be 0 m. So it
is required to move the data to specified origin x,y,z by the Point Cloud Modeling Plug-in form. And the angle ofdata should be also adjusted in Angle.
*When loading the point cloud data, the Origin Y of the model is 0m. So if the current terrain is higher than themodeling data, the modeling data is under the terrain. Then, even though the eye position is moved by shown later,
there is sometimes not the case it is possible to confirm the model. In that case, set the Origin Y by which themodel should be on the terrain.
*If one cloud data is divided into the more than one data, load them at once. If loading one by one there issometimes that those position are not matched with each other because the position is calculated by the file one by
one.

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Settings
Clickto open the setting form.
Settings for drawing, import, export, and DWG. Please refer to the help file for details on the settings.

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Center LineFor point cloud data by MMS (Mobile Mapping System), there is a function to help generate road shapes andsections. It enables to generate high-precision roads in a short time from the point cloud data.
Click 「New center line」 button to show information such as a name of an analyzed center lines. White cells canbe changed by meeting the cursor on the cell and pressing the Enter key

Name: The name of Center line. It is possible to rename it.
Point Cloud: Name of point cloud data.
Road:If a road has been created for the selected center line, the road name will be displayed here.
However, if no road is associated with the center line, <Undefined> will be displayed here.
Reverse:If an analysis of the road of the point cloud data has been carried out using the New Center Line button,
the start and the end point will be defined automatically. The horizontal line will need to be defined in the same
direction as of the direction used in the analysis. If the direction was defined wrongly, checking the Reverse box willcorrect the direction of the vertical line.

Offset: Input the offset in meters, if the start position of the road is different from that of the center line. The unit ism.
Length: Display the length of the center line.
Color: Select the color of the center line when shown on the main form and in the plan view. Press the Enter key toedit the color.
Delete: Click on the X to delete the selected point cloud data.
Slide bar: Move the focus point from start point to end point on the center line. For the focus point, the shape ofroad section (scanning plane) is shown by line with yellow color.

(1) Definition of the Center Line
Double-click the point cloud data generating a road to select the point cloud data of the road and click to the button,
New Center Line. It analyzes the characteristics of MMS point cloud data and estimates the following:
・The possible position of the road・The road section shapes from the start of the road to the end of the road (scanning plane)
If the analysis is successful, the analyzed road information is added to the table. However, if there is noise, lacking
data in the loaded data or if the data format is not MMS, it may fail to estimate the position of the road and the roadsection properly. In these cases, create the road manually.
First, using the slide bar shown in the red box (see below image), move the camera to the road in question.
・The left end of the bar・・・represents the beginning of the road

-383-

・The right end of the bar・・・represents the end of the road
By moving the bar, the yellow line (scanned plane) in the main form is displayed. Sometimes, the plane is notshown properly due to the presence of noise or obstructions such as cars in the scanned data. When this happens,please move the bar to the position where the yellow line can be seen. If the yellow line is still not visible, moving
the camera position in the main form may make it visible.

If the plane displays the possible road section properly, move the mouse cursor onto the line in the scanned planeto set the center line. In the below example, center of the white line for one way of the road is set. By moving themouse cursor to the line on the plane, the color of the point changes to pink.

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(2) Adjust the center line
Having estimated the center line, the analysis of the point cloud data is done and the position of the dot sequenceof the center line is estimated. The center line is shown in green initially, so using the slide bar in the Center line
tab, check the position to adjust.
Sometimes, the center line is placed at the wrong position. If this occurs, first, click on the center line to adjust theposition, so the plane (the below yellow line) is shown there. Then click where the mouse cursor is on the line of theplane to estimate the center line again and this moves the new center line there.
Double-click where the mouse cursor is on the center line to set the reference point. If the reference point is set (asshown in the below image) the previous or the next line which passes through the point is set. Please adjust thecenter line with the reference point added. The reference point is highlighted in red.

Right click to bring up the popup menu, where the reference points that were placed previously can be deleted, andwhere the selected points can be moved to the previous or the next reference point. And the reference point isshown highlighted on the main form.

(3) Defining the horizontal line
Open the Plan View form and define the horizontal line. If the center line was defined properly in the previous 4
steps, the center line will be shown in the Plan View form. Zoom in and select Add -> Start the road from the rightclick popup menu and define the horizontal line tracing the center line.

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(4) The definition of the vertical line
First, click the icon (shown below) and open the editor form. Then, select the center line corresponding to thecurrent road, so that the center line (point cloud data) is associated to the current road. This can also be done in
the Point Cloud modeling plug-in form.

Then, define the vertical line by tracing the center line. Adjust the line adding the turning points arbitrarily. And add
bridges and tunnels area as required.

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(5) The definition of the road section
When defining the road section, first, using the slide bar in the Center Line tab in the Cloud point Modeling plug-in,
move the plane to define the road section and to add the new road section and open the road section editor.
■Section tab

Name: Display the name of road section. It can be changed by pressing Enter key.
Edit: Open the Section Editor.
In the Road Section Editor, the point cloud data is shown in the left top drawing area. Create the section withreference to the data

The button above can change the position for the display of point cloud.

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Render Option
The size of the points can be changed from Options menu or

Size：5.

Size：20

Measure Tool
Click

to measure the distance between 2 point cloud data groups.

Click Measure n and choose 2 point cloud data positions from the Main windowl. The distance between 2 points
are automatically measured as width, height, and length.

Clicking on Mesure 1 and the on the first and second point displays the distance between the two points in threevalues: width, height, and length.

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VR-Cloud® Plug-in
VR-Cloud® has been integrated on UC-win/Road Ver. 11. VR-Cloud® Plug-in which is installed as default on UCwin/Road Advanced, Driving Sim and Ultimate version. It is possible to show the project under consideration tointerested party in faraway place. VR data can also be shown on smart phones and tablets with Android, so that it
is possible to check the scenery of after design while walking the site actually.

What is VR-Cloud® Plug-in?
VR-Cloud® Plug-in activates UC-win/Road on server, so that it is possible to operate it remotely in VR space on
Web browser. This is not just video streaming and it can provide interactive real-time VR. A variety of operation
functions of UC-win/Road such as walking, traveling, driving and flying as well as comparative study of before andafter design, and running of scenarios.
And communication tool feature between clients are equipped as default to Advanced or greater version. It is
possible to write comments in VR space, communicate on 3D bulletin board, and paste photos.

VR-Cloud® Client (Windows version) VR-Cloud® Client (Android version)

Workflow
1. Cloud server construction
It is possible to use the own server or FORUM8 servers. Please ask for details.

2. Authenticate VR-Cloud® Plug-in
From "File" Ribbon - "License Manager" and check VR-Cloud® Plugin, VR-Cloud® Collaboration Plugin, and VRCloud® Script Plugin to open "Server" Ribbon and "A3S" menu. For UC-win/Road Ver. 11 Advanced or greater
version, install the plugins. Click "Options" icon to open A3S Options window.

3. Server setting
Set up TCP server on "Server" setting form. Input port number, maximum number of clients and password protection.
A port number must be used only for a3s server. And set up the"Audio-video". As for audio settings, it is possible toswitch enable/disable audio and set bit rate value.

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4. General setting of VR-Cloud® server
Check actions that can be performed by clients.
Check “Start the environment” or “Start the traffic” to automatically start the environment and/or the traffic.

On the client setting tab, select a user interface which will be shown to other users.
When VR-Cloud® Scripting plugin is loaded, it is possible to use custom scripts on the client machines. It does not
require high level programming skills and can be done with a simple text editor. It is possible to set some constants
used by the archived scripts and the custom scripts.

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5. VR-Cloud® User content / conference setting
VR-Cloud® supports the creation, display and edition of collaborative contents, which are useful to share information
at a specific point in the 3D virtual world. These contents can be fully customized by creating a new script (see above).
To use the collaborative features, Install the a3S Collaboration plugin. These features are supported by only VRCloud® version 6.1.
- User content option
By default the following contents are available.
・Discussions: Text discussion can be created by any user.
・Opinions: Express own opinions by rating a 3D position.
・Annotations: Show explanations at a specific point, which is composed of various shapes and lines
・Photos: Upload and share photos.
All collaborative contents can be commented, and users can reply to it.

VR-Cloud® user contents setting

VR-Cloud® annotation feature- Conference
It is possible to chat via text messages by organizing in conferences in the virtual world.
Install the VR-Cloud® Collaboration plugin. It is supported by only VR-Cloud® version 6.0.
It is possible to specify an administrator password to start a conference. Moreover the conference report can beexported to local or FTP in HTML using a default CSS. If checking FTP server, specify the server information.

VR-Cloud® conference setting-391-

6. Enable a3s server
Click "Enable Server" in Server Ribbon to launch a3s server and start cloud service. 3D images are displayed.
Click "Disable Server" to disable. Settings can be changed after disabling it.

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Xpswmm Plug-in
It is possible to exchange data between flood analysis software Xpswmm and UC-win/Road.
Importing the result of flood analysis, drawing the surface flood, drainage system, pipe work are available as wellas simulation expression in 3D-VR based on time.
Activate the license by checking "Use" the plug-in in the License Manager from File – License Manager. Operation
is not available when there is no project or no imported data.

Xpswmm ribbon
Go to Analysis – xpswmm Link.

"Prev” “Next" Button

Load the previous / next analytical result. After"Temporary stop" button is pushed, water data importsettlement and the toolbar become effective.

"Play" button.

The simulation starts. Check Loop to repeat thesimulation.

"Pause" Button

The simulation stops temporarily.

"Stop" Button

The simulation stops, and the state parameter is reset.

"Setting at start of thesimulation time""Setting at simulation end
time"

Specify the start time of the simulation.
Specify the finish time of the simulation.

"Simulation speed setting"Specify the speed of the simulation.

Edit flooding option

Open to the option of flood water. It becomes effectivewith data import settlement.

"Pipework drawing option"

Open the pipework Display Options screen.

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Import Xpswmm data
Go to File- Import – Import xpswmm data.
On this screen it converts the value in the horizontal direction of the Xpswmm terrain data into the value for the
direction of east to west or north to south with the coordinate adjustment.

Play data
UC-win/Road can visualize tsunami analysis result using xpswmm plug-in.
Before starting the Tsunami simulation, set the start time and the finish time of the simulation in the "Start time" and"Finish time" drop down menu on the ribbon. Set it that was set when exporting the result of analysis in xpswmm.

Then, set the time interval of the simulation using the "Water surface display speed" drop down on the toolbar.
Here, set the time interval of the analyzed data in seconds. In the case of tsunami simulation, set the actual timeinterval of the analyzed data in order to do simulation in real time.

Lastly, click the "Environment"
button on the ribbon, Home – Simulation and "Play" button in xpswmm
plug-in to start the simulation based on the result of analysis by xpswmm.

Smooth shoreline

Waves on water-394-

*The Visualization of the Level of Damage to Buildings (Under Development)
The drag acting on buildings by the tsunami is calculated and a function that visualizes the degree of building
damage is implemented.
The degree to which each building is damaged is calculated from the 'suction power' parameter of energy (in kJ)
set for each drag of the tsunami and the target building. This is shown within the software through the changing of
its color depending on the tsunami's power, below. Moreover, though the damages caused on buildings arecommonly considered in terms of the water height, this plug-in calculates the damages on buildings using theinformation obtained from xpswmm (the depth, speed, waterpower calculated from the building shape andresistance to the waterpower), thus, making the result more accurate.
・Example of contour color based on the levels of damages on buildings
Minimum (kJ)

Color

0.00
0.50
1.25
2.50

Maximum
(kJ)
0.50
1.25
2.50
5.00

5.00
10.00
20.00
30.00
100.00

10.00
20.00
30.00
100.00-Dark orange
Red
Dark redPurple
Black

Blue
Green
Yellow
OrangeSamplecolor

Level of energy and breaking

Height of wave (m)No-swimming warning issued
Adults unable to stand0.00～0.25m
0.25～0.50m
0.50～0.70m
0.70～1.00m

Wooden structures partly
damagedDanger of complete collapse-395-

1.00～1.50m
1.50～2.00m
2.00～2.50m
2.50～5.00m
5.00m～

Water level settings

Click

to set up the water surface, water velocity arrows, time characters, water surface layer.

Pipe work settings

Click

to set up the pipework, manhole and pipe.

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-397-

Tsunami Plug-in
This plugin simulate tsunami using programs developed by research institutes or commercially available software.
The result can be imported into UC-win/Road and visualized. There are 3 features.
1. FORUM8 unique open format makes it easy to transform one format into the one recognized by UC-win/Road,
allowing the visualization of a variety of different tsunami analysis data.
2. Importing of the terrain mesh used for the analysis.
3. Other than the fundamental elements such as water depth contour map, flow speed, wave force strength, it ispossible to optionally enable water surface reflection and water ripples for a realistic presentation.

1. Load Tsunami data
The supported format is as follows.
・Tsunami Plug-in standard format
・Other tsunami data format 1 (combination of DEP file and SUP file)・Other tsunami data format 2(combination of DEP file and Z file)-Standard tsunami data format

Go to File – Import - select Load Tsunami... Select Tsunami plugin standard format as Data format.

Tsunami Name： Input a name. Default is 'Tsunami 1'.
Open definition file：Select tsunami definition file.
Ground Level file：Ground height above sea level. Click on “・・・” to specify a file.
Grid Interval：Mesh interval of the terrain data. The default value is 5 m (5.000).
Time Interval：Time elapsed between each step. The default value is 5 seconds (5.000).
Position X, Y, Z： Origin of the data.
Water Level File： Water height. Click on “Add Files” and specify multiple files that contain the analysis resultsover the water level.

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Reading too many files will take more time to process. It may be better to skip or thin out data. Thinning out data iseasily achieved by specifying the “wildcard” to read only a certain range of data that fits the criteria. For example,
typing “Zmax?????00. dat” into the File name box and press Enter will search for only the data that ends with 00.
The files selected are displayed in the box in the bottom half of Load Tsunami window.

-

Other tsunami data format (DEP，SUP files)

Go to File – Import - Load Tsunami... Select “Other tsunami data format 1 (DEP File, SUP File)”.

Tsunami Name： Enter a name. By default it is “Tsunami 1”.
DEP file： Specify terrain file. Click on the “・・・” to open file directory.
SUP file： Specify water level data file.
StreetMap File: Currently not available.
Grid Interval：Grid interval of terrain mesh data. The default value is 5.000 m.
Mesh Cols
Mesh Rows
Data digits: Data digits that define one datum written in the SUP file. For example, the following data set contains
another datum for every single 10 digit interval.

Time Interval：Time elapsed between each step. The default value is 5 seconds-399-

Click Import to load the data. Once loading is completed, go to Tools - Tsunami to open the Tsunami Plugin
window and check that the Tsunami is properly loaded. It will appear with the specified name (Tsunami 1 bydefault).

-

Other tsunami data format (DEP，Z files)

Tsunami Name： Enter a name. By default it is “Tsunami 1”.
Ground Level File： Specify a round level file.
Water Level File： Specify the analysis result water level file. Click on Add Files to select the file(s).
*The more data loaded, the longer it takes to process. Refer to (1) Reading standard tsunami data format on how
to perform wildcard selection.
Click Import to load the data. Once loading is completed, check that the Tsunami is properly loaded. It will appear
with the specified name (Tsunami 1 by default)-400-2. Tsunami settings(1) Aligning the tsunami analysis data to the terrain
Since the analysis result data loaded does not have any positional information such as latitude and longitude, theloaded data is placed at the center of the project topography. In order to display the results in accordance with theactual topography, the analysis result data is aligned.

Go to Analysis – Tsunami Link .
Right click on the tsunami data in the Tsunami Plugin window. Select “Look at <Tsunami name>” from the pop-up
menu to center the camera.

*Normally, Origin Y is 0 m. When aligning, it is easier to do it from a bird’s eye view.
The blue part of the following picture is the tsunami water surface. However, for easier reference, the following
purposely set Origin Y to 50m to ensure the water is not hidden underground. When making terrain patches,
ensure that Origin Y is 0 before proceeding.

(2) Making terrain patch for the tsunami plugin
If the tsunami data contains terrain data, the data can also be read to display a more detailed terrain. After positionalignment, right click on the tsunami from the Tsunami Plugin window, and select “Make patch for <tsunami
name>”.

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(3) Tsunami Rendering Option
Set visual effects parameters.

3. Tsunami Visualization Animation
The loaded tsunami animation can be played with the “Tsunami Player”, which is can be opened from.

4. Saving tsunami plugin data
All entries within the Tsunami Plugin Window are saved inside the .rd data. However, the analysis data remains anexternal source of reference, and its relative directories will be saved inside the .rd file.

5. Loading Flood Navi Data
Downloading data from the Flood Navi system of the Ministry of Land, Infrastructure, Transport and Tourism(https://suiboumap.gsi.go.jp/) and importing it into UC-win/Road, a visualization simulation of inundation is possible.

(1) Create a project
Create a project for the area.

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(2) Create a zone

Select the target area for flood navi data by zone from Edit - Zine Editing -.

(3) Load data
Go to file – Import – Sinsui Navi data. Select the zone and set up start time, end time, grid interval and time interval.
Click Download to start downloading the flood navi data.

(4) Open Tsunami-plugin

Go to Analysis ribbon – Tsunami and click. Right-click on the form and select Load Tsunami…

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Then click, select the data just downloaded, and load it.

After loading the data, it is possible to play the simulation in the same way as the tsunami simulation.

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Noise Simulation
Noise simulation option can simulate a general soundscape by arranging the sound source and the soundreceiving plane on 3D VR space of UC-win/Road. Considering the influences such as the ground level, structuresand buildings etc., and the level of sound pressure on each sound receiving point on sound receiving plane isanalyzed.
This option is composed of pre-processor (Input), main-processor (Analysis) and post-processor (Displaying theresult).
The sound source and the sound receiving source can be arranged in the pre-processor, and it is possible to get
the result for analytical accuracy which is according to various purposes by abundant analysis option in mainprocessor. In addition, the sound pressure level can be displayed by contour figure, contour line, grid and sphericalconfiguration etc.
*This option needs "NoisePlugin (Noise Simulation Option)".

Sound source settings■Moving sound source Form (Plugin)
Go to Analysis Ribbon - Noise propagation - Sound source - Moving Sound.
Select a model as a moving sound source. Multiple sound sources are generated by arranging it separated in timeand space to simulate a moving sound source. It is recommended to use Automatic placement.

■Character of sound source
Set the characteristic value of sound source from Analysis - Noise propagation - Options - Sound property. Up to 5
base waves for 1 character can be set. Clickto add a caracter.

Hint about amplitude:
Audio power level is the total sound power that the source radiates.
Generally, it seems 40 - 60dB (decibel) is the best value, and that the sound can be dissonant at higher values.
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*NoteAfter deleting a characteristics set, check the value of the set in
the sound source models in the Sound source tab in the Model
Tool. If a set is deleted, the models using it will use the initialvalue.
Click a 3D model or a FBX scene model to enable sound.

Setting of the sound receiving plane■Setting individually
Select "sound receiving plane" from Edit - Library - ▼-A dd details
on the main screen. A sound receiving plane will be placed at this position.

- Sound receiving plane, then click■All at a time
Set up the size of the sound receiving plane from Analysis Ribbon - Noise propagation - Receiver - Sound Receiver-406-

Setting of analysis condition■Criterion value for simulation
Go to Analysis - Noise propagation – Sound Property - Criterion value or click "Change setting" button of "Actual
time for simulation" in "Movement of sound source" form.

Click Run simulation or

to start the simulation.

Simulation results
Display option form is opened from Analysis Ribbon - Noise propagation – Criterion value - Drawing options.

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Activation and save of the result

Set a destination folder of results fromRibbon, Analysis – Noise propagation - Run.
Right click the existing folder, and select "New" to create a new folder. Click [OK] to execute simulation.
*Note: All file (*.txt) might be deleted when selecting a folder in which contains result files (*.txt).Change thedestination folder or save the existing results into the other folder in advance.

Importing the result

Import the result from Analysis Ribbon - Noise propagation - Load simulation.
*Specify the data (*.rd) of UC-win/Road which accords with the current data.

Display the result-408-

Fluid Analysis Plug-in
The Fluid Analysis Link Plug-in is a plug-in that takes the CFD analytical result analyzed with general-purpose fluid
analysis tool 'OpenFOAM' and displays the streamline.

1. Flow of analysis
The work flow starts from the definition of the analysis condition to visualizing the result. However, in case of VTK
file, it is exception.
1. Create model
Create the terrain, roads and arrange the structure such as buildings and various models on the terrain.
2. Create STL file
Export VR space of UC-win/Road in POV-Ray format, import it into 3ds Max and export it in the STL (Standard
Triangulation Language) format.
3. Analysis with OpenFOAM
After importing the file with OpenFORM, create meshes, define analysis conditions and execute the analysis
4. Create VTK file
After importing the analytical result using the ParaView bundled in the OpenFORM, generate the file of each time
step in VTK (Visualization Tool Kit) format.
5. Visualization on UC-win/Road
Import the VTK file into the UC-win/Road with the Fluid Analysis Link plug-in and visualize it.

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2. How to use fluid analysis plug-in

Install VTKPlugin.bpl. Go to Analysis Ribbon - Fluid - Load simulation.

■Tool Button
Import VTK or VPF file.
When importing VPF file, specify VTK Plugin Data Files as "Category of file".
*.VTK: it is the analysis result of [OpenFOAM]. To display all the steps, select all files subject in the window.
*.VPF: it is the file(*.VPF) saved by this plug-in. This file contains the information on coordinates.
After loading the VTK file and setting the coordinates, the extension changes to *.VPF.
Delete all current data.
Return to the first step.
Play steps in reverse.
Play steps.
Pause.
After stopping it, the steps will be played from the first step when Play button is clicked again.
Jump to the last step.
Play steps in any time frame by moving the scroll
bar.
Open Help.
Repeat the playback．
Pin the toolbar item．

■Geometry tab
Settings of geometry.

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■Color tab
Settings of display color.

■Display tab
Settings of display.

■OtherSettings of axis of vtk file.

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Munsell Color Space Export Plug-in
The Munsell Color Space Export Plug-in is a plug-in to visualize the scenery displayed on the main window by the
Munsell color system, and exports the scenery to the Munsell color file (the extension: mcs). This file can then be
used in the design or research based on Munsell color.
■Execution Method
Select File - Export - Save to MunsellColor File...
* In case of cutting out unneeded things for munsell value like street tree, road sign etc. for output uncheck theelement to cut out in "Display" tab of Home Ribbon - Visual Options, and then it is possible to execute in the stateof displaying only building. It is possible to execute in a state of hiding the street tree and road sign like thefollowing example.

Example of Munsell color file opened by binary editor.

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SfM (Structure from Motion) Plug-in
1. What is SfM (Structure from Motion) plugin?
SfM Plug-in creates a 3D point crowd model of the objects in the space from plural photos. It also estimates the
positions of cameras and displays the models on UC-win/Road. The point cloud and the camera positions are
obtained by applying the SfM method for the loaded photo images.
*SfM (Structure from Motion): The technology that estimates 3D location of the feature point in the picture and thecamera position and orientation through analyzing plural photos.

2. Main functions of SfM plugin
SfM plugin has the following functions.
●Create point cloud from photo
Export a space based on image extracted from photos and videos which taken with a digital camera as point cloud.
●Point cloud display adjustment
Adjust to display appropriately the exported point cloud on UC-win/Road. By adjustment, VR model can be rotatedand displayed over the point cloud data.
●Create camera calibration files
Create a revision file to eliminate the distortion of image by taking photos of a chess board with digital camera andanalyzing focus distance and lens distortion properties of the camera●Create VisualWords files
Create and export VisualWords file needed for creating point cloud.

3. Operation flow
1. Take photos
Take photos of space with a digital camera. The photos are at least 2 that are moving little by little. And if EXIF
information is not added on the photos, take photos of chess board pattern because SfM analysis needs thecharacteristics of digital camera.
*Exif (Exchangeable image file format)： An image file format that can be add the information about the shooting
conditions to the digital camera photo data. Metadata such as shooting date, model name, resolution, exposure
time, diaphragm value, focal length, ISO speed, and color space are saved with the image.
2. Create camera calibration files
Create camera calibration file from photos of chess board pattern.
3. Create Visual Words files
Create Visual Words file for SfM analysis. It takes a long time to create Visual Words file. So, it is recommended touse the sample file prepared in Plug-in.

4. SfM Analysis
Load the photos and the camera calibration file and Visual Words file. After settings, the analysis starts.
5. Visualization on UC-win/Road
Starting SfM analysis, Point cloud data and camera position are displayed on UC-win/Road.

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PhotoAfter analysis

4. Analysis methods
Select Real-time analysis or Batch analysis as an analysis method by SfM engine.
Real-time analysis mode monitors folder of photos, analyzes the added photos immediately and exports point
cloud, but it consumes much memory.
Batch analysis mode analyzes only target photos which are set before analysis and outputs point cloud.
Advantages are a little memory consumption and to be able to analyze more photos than Real-time analysis.
However, the analysis result cannot be obtained if the discontinuous photos are entered because this analysis
processes only continuous photos.
■Batch Analysis
Select photos to be analyzed and set analysis conditions. After starting the analysis, view positions of eachselected photos are calculated and displayed on the 3D space. As the analysis progresses, the number of point
clouds increases and gradually the structure is clarified. Check the point clouds in the space when the all image
analyses have finished. If the point clouds are few, select "give priority to the number of the point clouds" in theanalysis condition and perform the analysis again. In the case that the analysis stops in the middle, perform it again
after altering the starting image or removing the one where the analysis stops.

■Feature point detection algorithm
Select SIFT or SURF as featured point detection algorithm.
・SIFT(Scale Invariant Feature Transform)
This algorithm detects featured points and describes the amount of featured points, used in fields such as image
recognition. Transaction speed is slower than SURF, but the recognition precision is high.
・SURF(Speed Up Robust Features)This algorithm is a modification of SIFT and its transaction speed is faster than SIFT. But the recognition precision
is lower than SIFT.

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5. Tips on using SfM plug-in・Shoot photos so that the objects in ones already shot will be included. If not, no point cloud will be createdbecause the positions in the space are unrecognized. (For the batch analysis, the objects in the last 4 photos must
be included.)・Brightness should be constant because the recognition of the objects is difficult if the brightness changes greatly
than the last analyzed photo. For example, indoor shooting should be done in the room lighting with curtains closed
to block the outside light. In the case of the outside shooting, cloudy weather is desirable because brightnesschanges between sun and shade. If with both of these photos, analyze them separately and connect them in VR
space by using the point cloud adjustment function.
・The first 2 pictures for the analysis affect the number of the point clouds output after that. If the point clouds are
not output properly, it may be improved by changing the order of the photos to input to SfM plug-in.
・If the analysis stops immediately, set the "give priority to the number of the point clouds" in the priority content of
the feature detection algorithm. This has lower point cloud precision but has higher detecting ratio of the camera
position

The analysis result by SfM plug-in: point crowd, camera position and direction (A white globe and arrows)-415-

Assessment Plug-in
1. Overview
It is possible to assess 4 environmental items.
Green coverage rate calculation
Evaluate the green coverage rate of the scene captured from different angles.
-

Sunshine calculation
Evaluate the sunshine for certain time in details.
The default calculation date is set to the day of the winter solstice. The daylight calculation is hourly, but moredetailed time conditions can also be visually confirmed.
-- Reflected light check
Check visually the reflected lights on solar panels.
The size, location, and orientation of solar panels can be easily changed, allowing different conditions to be studied
in a simplified manner.

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L-Tree
Generate L-trees, which are 3D trees generated by L-System.
-

2. Operation flow
Start UC-win/Road and enable Assessment plugin from File - License Manager.
Go to Analysis – Environmental assessment.

(1)Green coverage rate
Click Green coverage rate to open "Green coverage rate calc" form. Load a (*.rd) file in advance.
The pixels whose H value is within the specified range and whose S and V values are larger than the selectedvalue are considered as green, and the ratio to the whole capture is calculated in percentage.
This screen is used to set up and evaluate the green coverage ratio calculation.

Clickvisibility.

to caputure the current screen, and click-417-

to calculate the percentage of green

(2) Sunshine calculation

Click
to open the Sunshine Calc form. Load a (*.rd) file in advance.
After entering the time and time to start the calculation, click on the model to be calculated.
After clicking, the result of the sunlight judgment will be displayed as ○ ×, or × if the model is in
the shade. Judgment is made at the top center position of the model.

ExampleTarget time 12:00

Target time 16:00-418-

(3) Solar panel reflection light check

Click. Load a (*.rd) file in advance.
Set up the position and drawing settings.

Examples
8:00

11:00

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(4)

L-Tree

L-Tree is a 3D tree model created by L-System, which is a system to simulate objects naturally by changing only
the size and repeating it.
*L-System (G) is calculated as G = {V, S, ω, P}.
V: Variables which are replaced in order based on the replacement rule (=P). As the calculation proceeds, objects
grow up by the strings of V.
S: Numerical constants
ω: Strings composed of V.
P: Replacement rule to change V. Each element is written with the combination of strings.

1. Create a new L-TreeClickor go to Model Panel, New – L-tree.

2. Settings on the Default tab
Set up the length, thickness, rotation angle, type of the trunk and growth rules.
3. Settings for the texture and material of trunk
Click Texture edit button to open Trunk texture edit form.

4. Settings for the texture and material of leaves
Go to the Leaves tab on L-Tree Edit form and click Texture edit button.
Leaves are added to the points of each unbranched branch.

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5. Settings for generations
Set up the generations, which means the growth stage by the generation number. As the generations increase, thestraight parts of each branch are replaced based on the growth rule.

Note: This process will take time to complete depending on the tree shape.
6. Arrange
Arrange the L-Tree.

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UAV Plug-in
1. Safety Guidelines
This system is intended to be used under the following general conditions:- Please fly in an open area, with nothing that could potentially obstruct the flight (buildings, trees, power lines …)
or get caught in the propellers-Weather conditions: no rain, no wind (the maximum allowed wind speed is 4 m/s for optimal flight experience)- Please keep a safe distance from sources of possible electromagnetic interference (radio transmission towers,
high-voltage wires, cell towers…)- Please always keep direct sight of the UAV while flying- Please keep a distance of at least 30 meters from any persons in the vicinity- Flying over a crowd is usually not allowed- Please fly only during the day, between sunrise and sunset, to avoid the UAV being caught accidentally in powerlines or electric towers
Also, please check the local flight regulations, usually available at the city hall or prefectural office. These
regulations will allow to confirm the locations of restricted areas and under which conditions it is possible to use
UAV.
Please be aware that flying a UAV comes with risks that could have heavy consequences. Some UAV distributors
offer insurance subscription services that might cover possible damages caused by the UAV. It is recommended
that the user consults with the UAV distributor regarding these insurance options.
Forum 8 will not be held responsible for damages resulting from any misuse of the whole system, or any
malfunction of the software.

2. Overview
The purpose of the UAV plugin for UC-win/Road is to allow the user to take aerial pictures/videos in a very simple
way. It is designed for a wide range of users, from users with few flying experience who wish to take pictures orvideos without the stress of controlling the UAV with a remote controller, to experienced flyers who wish toautomate the whole process in order to improve efficiency.
Within the Virtual Reality environment, the user creates a 3D path as a series of points (waypoints) connected bylines that will serve as guiding line for the UAV to follow. Upon any of the waypoints, the user can add actions toperform when the waypoint is reached (take picture, start recording a video, stop the video recording, and change
the camera orientation…). The combination of the 3D path and actions defines a flight mission that specifies what
the UAV should do from take-off to landing. Once the flight mission is defined, the user can start the mission
execution simply by pressing a button in the graphical user interface (GUI). The mission will be uploaded
automatically to the UAV, which will then take off, fly along the predefined 3D path, perform the required actions
and land at the last waypoint. After landing, the user can download the pictures and video taken during the flight
simply by pressing a button in the GUI, so the pictures and videos will be available on the PC.
The UAV plugin was developed with the DJI Phantom 3 Professional UAV as it supports autonomous flightfunctionalities and offers remarkable flight stability, but ultimately, the UAV plugin is designed to extend the support
to other UAV platforms offering similar autonomous flight capabilities.

3. Requirements
The most basic control of a UAV is usually made manually through a remote controller. Nowadays, a wide range of
UAV’s can execute a flight mission planned beforehand on a separate computer and uploaded to the UAV to be
executed autonomously. More recent models of UAV’s allow the connection of a mobile device (mobile phone,tablet) to the remote controller to design a flight mission while on site, upload it to the UAV and monitor its motion
during the whole flight through the screen of the mobile device.
Our approach is to use Virtual Reality functionalities of UC-win/Road to simplify the creation of the flight mission
and the monitoring of the flight mission execution. Within a 3D virtual environment, it is possible to create a flight
mission in a simple way by selecting 3D positions, upload the information to the UAV and launch the execution of
the flight mission. While the UAV is flying, its progression is continuously monitored in real time in 3D to confirm
that everything is going according to the flight plan.
In order to do so, the mobile device is used as an interface between the actual UAV and the PC, which allows theuser to control and monitor the UAV’s flight from a PC through UC-win/Road.
This was achieved by developing an Android interface application named F8 UAV Controller, which is based on the
android version of the DJI SDK that communicates with UC-win/Road through Wi-Fi.
The full system is shown in Figure 1: DJI Phantom 3 Professional, remote controller, android tablet (android
interface), laptop (UC-win/Road and UAV plugin) and a Wi-Fi router for the communication between UC-win/Roadand the android interface.

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Note:
Now the application cannot be installed from Google Play. The APK package of the Android application is offeredwith UAV Plugin from Forum8.
Note:
It is recommended to install the DJI application according to UAV version.
*
DJI Go: For UAVs released before Phantom 4. (For example, Phantom 3 series, Inspire 1 ...)*DJI Go 4: For UAVs released after Phantom 4 (For example, Mavic Pro, Phantom 4, Phantom 4 Pro,
Inspire 2 ...)
This DJI Go/Go 4 is necessary to activate and set up UAV.

UAV
The UAV plugin supports a wide range of models from DJI but only the following ones could be confirmed:
Phantom 3 Advanced, Phantom 3 Professional, and Phantom 4 Pro.
The following models should also be supported but we didn’t have the opportunity to confirm them: Phantom 4,
Mavic Pro, Inspire 1, Inspire 2, Matrice 200/210 series, Matrice 600, and Spark.
The models used in our development are the Phantom 3 Advanced, Phantom 3 Professional (shown in Figure 1)
and Phantom 4 Pro.
All these UAV’s are equipped with (at least) one camera mounted on a 3D gimbal, which purpose is to stabilize thecamera’s orientation while the UAV is flying.

Coordinates systems
The UAV plugin uses two types of coordinates systems (Figures 2, 3):- The UAV’s local coordinates system. In this system, the motion of the UAV is given independently of its current
location and orientation (for instance, move forward/backward)- The Absolute coordinates system describes the motion of the UAV’s in absolute way, with regards to its latitude,
longitude, altitude and heading-423-

About gimbal, camera, remote controller, Android tablet, laptop PC, Wifi router and Internet connection, refer toHelp document.

4. UC-win/Road and UAV Plugin
Start UC-win/Road. From the plugin manager, make sure the UAV Plugin is authenticated (USB protect key
required).

Hint：It is recommended to use the UAV Plugin in full screen mode by either pressing the F10 Key or by a rightclick anywhere in the 3D environment then select "Full Screen". For the rest of the document, we will be in fullscreen mode.

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In that view, we can see the UAV Plugin window, on the left side of the screen, the side bar on the right side of thescreen, and finally in the top side of the screen, the camera latitude and longitude, and the location pointed by themouse cursor.
The sidebar buttons include "Mission", "Locate UAV", "Pause/Resume mission", "Download media", "UAV Camera"and "Take off/Land" function.

5. Flight Mission
The autonomous flight capabilities of the UAV are accessible through the definition of a flight mission. A flight
mission has two components:- a flight route created from as a series of 3D positions/orientations (waypoints)- actions that can be performed when the UAV reaches a waypoint
Once a flight mission is created within UC-win/Road (mission planning), it is uploaded to the UAV through theAndroid interface and executed autonomously. The UAV will take off autonomously, fly to each waypoint
successively and land. Whenever a waypoint contains an action (or a series of actions), the UAV will stop at the
waypoint, execute the action(s) and fly to the next waypoint.
After the flight mission is completed, the user can download the media files captured during the mission.
The main steps of a typical use of the system are shown in Figure 17.

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Main Window
It has 4 tabs, Connections, Network Data, Camera Control, and Settings.
Connection
Use this to connect UAV Plugin with the UAV via a remote device (Host). It is possible to detect devices to beconnected automatically or manually. For details, refer to Help.

Connections tab, Automatic detection-426-

Connections tab, Manual Settings
Network Data tab
On this tab, it is possible to confirm the information about UDP frame data, UAV information, UAV position and UAV
orientation.

Network Data tab
Camera Control Tab
It is possible to control a camera mounted on UAV.

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Camera Control tab
Settings tab
It is possible to set up the options.

Settings tab
Mission Editor: Creation of a Waypoint Mission

5.1.1. Mission Edition Mode
The mission planning consists of the full definition of task the UAV will perform. It starts by creating the path that the
UAV will follow. In the current version of the UAV Plugin, once the user opens the mission editor, the camera willautomatically move to a top-view position and the mission edition mode will be enabled (Figure 18). From there, theflight route is created in the virtual environment by drawing lines with the mouse.

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As the user creates new waypoints, they will appear in the waypoints list, and by selecting a waypoint in the list, its
properties will be displayed in the “Waypoint Properties” area, along with the list of actions defined for that waypoint(“Actions” area).
Note: For the DJI Phantom 3, a flight mission should contain between 1 and 99 waypoints, while each waypoint
contains between 0 and 6 actions

5.2 Mission Execution
If the user is satisfied with the generated preview, the execution of the mapping mission can be launched bypressing the "Execute" button. Before the mission is executed, a confirmation message will be displayed.
Once the execution is started, the UAV will:- takeoff automatically- fly vertically until reaching the altitude of the first waypoint- fly directly to the first waypoint- take a picture at each waypoint- land automatically

5.3.Media Files Download and Post Processing
Once the UAV has landed, the F8 UAV Controller application will automatically download a preview version of thepictures recorded during the flight and send them back to the connected clients.

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The pictures are stored on the android device and on the PC under the mission’s corresponding folder, identified bya unique timestamp.
An example of the file path that picture will be saved to be:- On the PC:%userdatafolder%¥UAV_DATA¥20170321@124500¥MEDIA_FILESWith yyyyMMdd@hhmmss being the current date and time defined as year, month, day of the month, hour, minute,second.
(For instance, 20171108@154632 stands for the November 8th 2017, 15 hour 46 minutes and 32 seconds)- On the android device:/mainstorage/Forum8/UAV_DATA[PLUGIN_VER_x.x]/yyyyMMdd@hhmmss/MEDIA_FILES/
With x.x being the UAV plugin version (Currently: 3.0)
When the media files are requested by pressing the “Download all available media files” button, and they are notpart of a specific flight mission, then they will be downloaded to the default file path as shown below:%userdatafolder%¥UAV_DATA¥MEDIA_FILES.
Note: In the case of an important number of pictures or videos to download, the wireless download might take along time to complete, so it is recommended to connect the UAV to the PC with a USB cable and download the
media files by using windows explorer, as it will be seen as a digital camera.

6. Starting the UAV and the Android Device
Android Application F8 UAV Controller is used to connect PC with UAV.
It supports the following models.:Phantom 3 Advanced, Phantom 3 Professional, Phantom 4, Inspire 1, Phantom 4 Pro, Phantom 4 RTK, Mavic Pro,
Mavic 2 series (Pro, Zoom, Enterprise), Mavic Air, Inspire 2, Matrice 200/210, Matrice 600, DJI SparkNote:
It is necessary to use DJI Go application to activate an UAV for the first time. This process requires Internet
connection, so it is recommended to activate and adjust calibration in advance.
Quick Connection Steps- Power OFF the UAV, remote controller and android device.
- Connect the android device to the Wi-Fi network- Connect the micro USB port of the android device to the USB port of the remote controller by using a micro USB
cable (Figure 7)- Check the Remote Controller battery level (press the ON button of RC shortly once). If the battery indicator shows
less than 3 solid white dots over 4, then charge the RC first.
Note: Avoid using the remote controller while charging it, as it will overheat and possibly get damaged.
- Open the F8 UAV Controller Application in the Android device
Note: in the previous version of the application, turning the RC would automatically start the application. Now theapplication needs to be explicitly launched before turning the RC ON
Note: F8 UAV Controller V2 is started automatically by operating the remote controller. In case of F8 UAVController V4, Start the application before turning on the remote controller.

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F8 UAV Controller
Note:
The device must have Internet access to start the application for the first time. Once Authentication is completed, it
is used offline.
After starting the application, the screen changes to the following.

After initialization is completed, click NEXT. Do not turn on the remote controller yet.

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After initialization
Then turn on the remote controller.

Press a power button once, and press it for 2 seconds again. The Android device vibrates and displays the dialog
to select an application
Note: If the following dialog is not displayed, repeat turning on and off the remote controller. If it does not still work,
close the application and try again from the first process.

Choose F8 UAV Controller, and click Just Once. When Always is selected, it is not possible to access to USB by-432-

other application. Change the setting to Just Once on the Android device settings.
After starting F8 UAV Controller application, the remote controller will be detected. The screen will change to thefollowing.

- Turn on UAV
Push ON button once to confirm the battery level. If the number of green bar is less than 3, charge it at first.
Push the power button short, and then hold down it for a bit and release it to turn on UAV.
The application detects and lists the UAV being connected and all components (remote controller, camera, gimbal,
battery...). The screen changes depending on the connected devices.

Click Start.

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Now the system is ready to be used outside or inside (with Simulator mode).
Before using it outside, wait for the UAV preheating and GPS lock to finish. The LED light becomes orange, thenblinks n green and orange, and finally it becomes green.
If the light does not become green, confirm the number of satellites on the left-side status bar. At least 7 satellites
are required to stabilize

7. Android Interface
7.1. Overview
The F8 UAV Controller android application makes the link between UC-win/Road and the UAV. Its purpose is torelay the commands from UC-win/Road to the UAV for execution and retrieve real time navigation data from the
UAV and send them back to UC-win/Road.
The android device is connected to the USB port of the remote controller through a USB A cable. The user should
always make sure that the android device is fully charged before starting a flight mission.
At this stage, we assume that the UAV has its firmware updated (main controller firmware and remote controller
firmware), and that its compass has been calibrated.
If not, refer to DJI website to check the firmware update procedure and the compass calibration procedurecorresponding to the UAV in using.
Once the UAV is powered on and the GPS location could be acquired, the android interface should be displayed asin Figure 40.

The android interface shows the UAV’s camera view so the user can check (almost) in real time what is actually
captured when the camera takes a photo or records a video.
Left Status Bar
The left status bar shows the status and information of the main components of the UAV system currently in use:connection to the UAV, model of UAV, remote controller connection, compass status, status of the UAV’s battery,GPS status, and status of the UAV’s SD card.

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Note: In order to accommodate a wide range of android devices display, the status bar can be scrolled vertically bypressing it and swiping down or up.
Real Time Video Stream
The application screen shows the view from the UAV’s front camera (Figure 40), so the user can check in real time
what the camera is currently capturing. The video streaming is received wirelessly through the remote controller
and displayed on the android interface. The streaming usually takes few seconds to stabilize. However, on
occasions interferences can occur, for instance when the remote controller is located near a strong magnetic field,
causing distortion in the image or even loss of signal. In that case, please move away from possible source ofinterferences and restart the system.
Although the quality of the video feed doesn’t influence the operation of the UAV, we recommend to have a stablevideo stream and free from interferences before executing a flight mission.
Right Buttons Bar
Located on the right side of the interface, the button bar allows to set the system options and control the UAV withmain commands (Figure 41).
All the functions on the right side bar (Figure 41) are accessible as soon as the connection with the UAV isestablished.

Top Status Bar
On the top side of the interface, status indicators as well as warning messages are displayed (Figure 42):7.2. Android Interface Settings
The settings window is shown in Figure 43. It is accessed by pressing the "Settings” button on the main view of the-435-

application (Figure 42).

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Quest Rift Plug-in
Operation environment
Make sure both requirements of Quest Rift and UC-win/Road are satisfied.
Quest Rift requirements are detailed on Quest website.
Recommended system requirements
OS
Windows10
CPUIntel i5-4590 / AMD Ryzen 5 1500X or later
Memory8GB+ RAM
Graphics
NVIDIA GTX 1060 / AMD Radeon RX 480 or higher(NVIDIA GTX 970 / AMD Radeon R9 290 or higher)
OthersHDMI1.3 video output, USB3.0 port ×3, USB2.0 port×1
Necessary system requirements
OS
Windows10
CPUIntel i3-6100 / AMD Ryzen 3 1200, FX4350 or later
Memory8GB+ RAM
Graphics
NVIDIA GTX 1050Ti / AMD Radeon RX 470 or later(NVIDIA GTX 960 / AMD Radeon R9 290 or later)
OthersHDMI1.3 video output, USB3.0 port ×3, USB2.0 port ×1
UC-win/Road requirements are detailed on FORUM8 website,
OS
Windows8.1/10 (64bitOS)
CPUIntel Core i7 Quad-core or more. CPU 3.2GHz or more.
Memory8GB or more
Graphics
NVIDIA GeForce GTX 950 or higher. 4GB or more of Video memory.
Quest Rift Software
Install Quest Rift software. Quest Rift Runtime installer can be downloaded from http://Quest.com/setup/.

Operation flow
This version is 1.34.0. It may differ depending on version.
1.

2.

Install Quest Rift software. Connect Quest following the installer’s instructions.
After setup is completed, run Quest Rift software, mount Quest Rift on the head. The screen is displayed on
Quest Rift.
Click Settings on the left-side menu and allow Unknown Sources on Quest Rift software setting.

Click General and allow Unknown Sources.

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The window shows a warning message. Check it and click Allow.

3.

Run UC-win/Road and enable Quest Rift plugin from Menu File - License Manager.

4.

To start displaying scene, click5.

To pause displaying, clickon Device tab of Quest Group.

.

Quest Ribbon menu
When Quest is enabled and a project is opened, the following ribbon menus are added to Device tab.

-Run/Stop: Start/Pause displaying scene on Quest.
-Reset view: The coordinate system of the Quest can be initialized so the user can chose the direction of the front
view.
However, roll and pitch are chosen according to the direction of gravity.
In navigation mode, the coordinate system behave as follows:•Free mode, walking mode: Yaw angle is the one of the camera, roll and pitch angle are set to 0.
•
Driving mode, flight mode: the coordinate system of the vehicle is used.
-Setting: Display Quest setting form
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-Help: Open the help menu.

Limitation on Quest Rift
The current version of Quest Rift has the following restrictions.

Solar flare and whiteout
Solar flare and whiteout are not drawn correctly.
Windshield(Rain wand wipers)
Windshield wipers and rain on the windshield are not drawn in 3D.
Jump and rotation with right click
Jump and rotation with right click functions do not behave correctly.

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HTC Vive Plug-in
What is HTC Vive plug-in
HTC Vive plug-in allows to use functions introduced by linking HTC Valve and UC-win/Road with OpenVR SDK.
With this plug-in, it is possible to display UC-win/Road scenes on HMD (Head-mounted display) and link its
movement with the camera of UC-win/Road using Steam VR (TR) tracking device.
Safety precautions
Follow the next recommendations for a safe experience.
・
HMD like HTC Vive may cause 3D sickness. When it occurs, rest the eyes and take a rest in a cool ventilated
place.
・

Ensure all cables are correctly wired and avoid tripping over the cables.

・

Avoid placing obstacles in the play area.

System requirement
To correctly use HTC Vive with UC-win/Road, make sure both systems requirements are satisfied.
HTC Vive requirement are detailed on Vive's website.
Type

VIVE

OS
CPU
MemoryGraphics
Video
outputUSB

VIVE ProVOVE Cosmos

Windows 8.1, Windows 10
Windows 10Intel Core i5-4590 or later, or AMD FX 8350 or later
4GB or more
8GB or more
NVIDIA GeForce GTX 1060 or later or AMD Radeion RX480 or later
1 x HDMI 1.4 or higher or
Displayport 1.2 or higher
DisplayPort 1.2 or higher
1 x USB 2.0 port or more
USB 3.0 or higher

To use HTC Vive, Steam and Steam VR have to be installed. Follow the procedure below to install and configure.
Stream VR can be started from the plugin.

1. Installation of Steam
Download the installer from Steam's official site and install according to the installer's instructions.
A Steam account is required. Therefore, create an account and login.

2. Installation of Steam VR
Start Steam and select "Library - Tools". Right-click on "SteamVR" in the list to install.

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3. Installation of HTC Vive base station
See Vive's official website for further details.

4. Room Setup
Connect to HMD and start Steam VR, and lunch Room Setup. Select Room Setup from the menu on the top left.
In Room Setting, configure default settings such as origin point.

And configure the screen setting.

5. Cooperation with UC-win/RoadThe following procedure details how to start Vive plug-in.
1. Activate HTC Vive Plugin
Start UC-win/Road. From the menu, select File - License Manager and enable HTC Vive Plugin.
2. HTC Vive ribbon menu
Once enabled, the "HTC Vive" group appears in the "Devices" tab of the Ribbon menu.

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Run/Pause: Start connecting with SteamVR.
Run / Stop: Start/stop cooperation with HTC Vive. This action can be performed only once a project file (*.rd)is loaded.
Reset view: The coordinate system of the HMD can be initialized so it is possible to choose the direction of
the front view. However, roll and pitch are chosen according to the direction of gravity.
Hint: it is available during connection with StreamVR.
In navigation mode, the coordinate system behave as follows:•Free mode, walking mode: Yaw angle is the one of the camera, roll and pitch angle are set to 0.
•
Driving mode, flight mode: the coordinate system of the vehicle is used.
Setting: Display HTC Vive setting form.

6. HTC Vive Setting Form - HTC Vive plug-in
This form describes how to configure FOV information for HTC Vive, displays and sets the device linked with
SteamVR and UC-win/Road and how to display the menu, when using the HTC Vive plug-in.

7. Camera operation function
Camera operation is performed by the controller device. When multiple controller devices are connected, it ispossible to do the same operation on all controllers.
Hint: Only when HTC Vive is linked, the camera operation function is effective.
Touch pad Up/Down Move to up or down.
Touch pad Left/Right Left to move to the parent menu, right to move to the child menu.
Trigger
Confirm the selection. Start operation.

8. Menu function
When HTC Vive is connected, the menus are displayed. The menu screen is displayed when pressing the-442-

application menu button on the controller device. It is also possible to hide it by pressing the same button.

9. Link with Scenario
It is possible to connect HTC Vive with the scenario of UC-win/Road.
Scenario Event Function
Use the scenario event function in UC-win/Road to set up HTC Vive.
Go to the settings on the Extension tab of Event editor.

Enable HMD: Start diaplaying UC-win/Road scenes on HMD.
Disable HMD: Stop displaying UC-win/Road scenes on HMD.
Reset view: Reset the view.
Controller Vibration: Check it to enable controller vibration.
- All controllers
Enable controller viblation for all controllers.
- Assigned controller
Specify a custom number of controller to be enabled vibration.
- Vibration strength
Set up the vibration strength from 100 to 4000
- Duration
Set up the duration time of vibration.

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Scenario Trigger Function
It is possible to use scenario trigger function with HTC Vive.
After loading HTC Vive Plugin, the conditions VIVE device collision and VIVE device input are added.

Collusion trigger condition
The collision of a device model and a model in the scene is a trigger. The collision judge is the same as the one of
UC-win/Road.

Input Trigger Condition
The operation state of the button of the device is a trigger.

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In this case, the controller with custom ID 0 is targeted. And the first trigger condition is that the input of track pad isfrom -0.5 to 0.5, the second one is that the track pad is touched and the grip button is pushed.
All devices
Check All devices to apply the collision judge to all connected HTC Vive devices. Otherwise, select types to be
applied the collision judge to.
Type: Select (a) type(s) of devices from Controller, Tracker, or Sensor.
All: Check All to apply the collision judge to all devices of the type. Otherwise, specify any device models.
ID: Set up the custom ID for the device.
Condition: Condition is displayed in tree. The node displays the condition groups divided by “or” or “and”.
Select a group and click Add to add a new condition.
Use the right conbobox to switch “or” and “and”.
Click Delete to delete the selected group or condition. The root node cannot be deleted.
Click Add or Edit button to open the setting form to set up a condition.

➢➢

Category
Select Button or Shaft.
Shaft: Choose a target from Track pad X, Track pad Y or Trigger. And edit the formula.
Button: Choose a target button from Menu, Grip, Track pad, or Trigger. And choose a trigger frompushed, touched or released. Touched can be selected for Track pad or Trigger.

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*Current limitation on HTC Vive plug-in
The current version of HTC Vive plug-in has the following restrictions.
・・・

Solar flare and whiteout are not drawn correctly.

・

HUD display (scenario message, image, speedometer etc.) is not drawn. But in this plugin, only the digitalspeed meter is supported.

・Jump and rotation with right click functions do not behave correctly.

Windshield wipers and rain on the windshield are not drawn in 3D.

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Custom Shader Sample Plug-in
The modified drawing processing has enabled the customization of rendering process.
- "Custom Shader Sample Renderer" has been added as an example of Shader customization.
- Coloring based on data of object type, drawing normal, depth, object speed, and acceleration, etc.
- Visualization of various information, switching of display methods, generation of segmentation teacher data fordeep learning.

Left: Segmentation by object selection, Right: Speed information

How to use
After installing Custom Shader Sample Plug-in, the Custom Shader sample renderer is added to renderer.
It can be used on the main screen or viewpoint.
Restrictions
1) Semitransparent polygon does not support the segmentation by object selection. It is drawn in the default color(white).
2) Custom shader Sample does not support the reflection of water on road surface.
3) The shader used in some plugins, such as XPSWMM and tsunami plugin, cannot be changed to Custom Shader
Sample now.

From Renderer settings of main screen
It is possible to change the renderer as followings.
1. Right click on the main screen, and click Renderer settings.
2. Choose Custom Shader Sample Renderer as renderer.
3. Set up the setting items. Refer to Renderer settings for details.
4. Click OK to confirm the settings. The main screen changes the screen rendered by Custom Shader Sample
Renderer.
5. Choose Default Renderer as renderer to go back to the normal screen.

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From View Editor
Go to View Editor.
Right-click on the main view and go to Edit Camera Positions…. And select a camera position and click Edit.
It is possible to change renderer. Set up the setting items on the right.

Click OK to confirm the settings.
Apply this view settings from ribbon menu or right click menu to display the screen coloring based on the data.
The parameters of coloring can be edited from the ribbon menu View – Custom Shader Sample – Settings.

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Renderer settings

How to openRight-click on the main view and go to Renderer settings.

Select a Current position or Move camera to, and click Edit.
Descriptions
Shader path: Click Browse to select a shader folder.
The default is <Install folder>¥Shaders¥Plugins¥CustomShaderSample.
Click Apply to confirm the settings. Click Reset and then Apply to reset the settings.
Compile shader for every frame
Check it to compile the shader for every frame. If the shader has been edited, check it to reflect the effects.
Type: Choose a coloring type.

Object type： Coloring based on object type.

Vector：RGB Coloring besed on the absolute values of X, Y, Z of the normal vector.

Depth： Coloring based on depth using the inverse number of depth buffer.

Speed： Coloring based on speed information of vehicles and characters.

Acceleration： Coloring based on vehicle acceleration.
Distance： Coloring based on distance from camera position.

Height from ground： Coloring based on height from ground.

Custom： this is an index to customize a shader.
Max. Min.
Set up the max and min values of colors. Red is for max, blue is for min. And the color between red and blue aredrawn in gradation.
Note: When Object type or Vector is selected as Type, it is not possible to set up max. and min. values.

Custom Shader Sample Property
Set up the properties about Custom Shader Sample Renderer.
Go to View – Custom shader sample .
There are 2 types: Global parameter and Object property.
Hint:Now the first property of Object property is used. Other parameters can be used to customize the shader file.
To edit the colors used in coloring by object selection, choose Color by Object type as Property, set up the values ofthe default value, model instance type, model group and road parts at the range of -1 – 360.

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How to open
Go to the ribbon menu View – Custom Shader Sample – Settings.
Descriptions
Global Parameters
Set up 16 parameters sent to the shader. Now they are not in used for Custom Shader Sample. It is possible to usethem for the customized shader.
Object properties
Set up 4 properties by object type. One of them is used for coloring by object selection. 1-3 properties are not in
use now. It is possible to use them for the customized shader.

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Rendering of 360-degree image
It is possible to render 360 degree video with the general Equirectangular projection on UC-win/Road.
By saving as a still image or recording a video, it is possible to create images and videos which are used for
explanation with the camera positions changeable in any direction of 360 degrees, and simple VR experience
videos that support stereoscopic view.

Monocular 360 degree video

Stereo 360 degree video

How to apply 360 degree image
Change the renderer settings to apply 360 degree image.
(1)From Renderer setting on the main screen
1. Right click on the main view, and go to Renderer setting.
2. Choose 360 degree image as a renderer.
3. Set up the setting items. Refer to Renderer setting.
4. Click OK to confirm the settings. The screen changes to 360 degree image.
5. Choose Default renderer to switch to the original screen.

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(2)From View Editor
Choose 360 degree renderer as a renderer on View editor to display 360 degree image on the main screen or
camera view. Then set up the setting items. Click OK to confirm the settings.
Note:
On the view editor, the renderer settings are not changed as thedefault from UC-win/Road ver.14.
It means the view, which has not any renderer settings, isapplied with rendering of 360 degree image on the main screen
or camera view rendered with 360 degree image. Choose
Default renderer as a renderer on the view editor not to apply
360 degree image rendering.

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360 degree image for camera view

Output of 360 degree video
360 degree video is output in mp4 file format. Here the open source license x264vfw is used.
Note: it is not necessary to use it for those who have software to convert AVI to MP4
How to download and install x264vfw
1. Download x264vfw. https://sourceforge.net/projects/x264vfw/files/latest/download
2. Start installation. Install x264 vfw (x64) for UC-win/Road 64bit or x264vfw (x86) for UC-win/Road 32bit.

How to download Spatial Media Metadata Injector
Download Spatial Media Metadata Injector v2.1. https://github.com/google/spatial-media/releases/tag/v2.1

AVI settings on UC-win/Road
Go to the ribbon Record/Play – Movie –, and click
to open AVI Options.
Set up the aspect ratio 1:2 for 360 degree video or 1:1 for stereo. And selectX264 : x264vfw – H.264/MPEG-4 AVC
codec as Codec.

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Click Configure to open the setting form of x264vfw. Check Zero Latency on Basic.
Select File mode as output and specify the destination of mp4 file.
Check on VirtualDub Hack. And then click OK to confirm the settings.

Recording 360 degree video
1.
2.
3.

Right-click on the main screen to open the rendering setting form.
Select 360 degree image renderer as Renderer. It is recommended to use the default settings, but uncheck
Stereo if Monocular 360 degree video will be created.
Click OK to confirm the settings. The main screen will change to 360 degree image.

4.
5.
6.
7.

Go to the menu Record/Play – Movie –to start recording.
To record the script, play it now.
Go to Record/Play – Movie – Stop to stop recording.
Confirm the mp4 file is output to the destination folder.

-454-

Metadata Injector
1. Run Spatial Media Metadata Injector. Click Open to open the 360 video.

2.

After loading, the message ‘Current 360 video: ～.mp4’ is appeared. When it is output as stereo, checkstereoscopic 3D (top/bottom layout).

3.

Click Inject metadata.

4.

After injecting, the message ‘Successfully saved file to ～.mp4’ is appeared.

5.

It is possible to display it on the viewer. For example, the direction of video can be changed freely with
Windows 10 Movie&TV application.

-455-

Ver.17 Operation Guidance
October 2023
Published by FORUM8 Co., Ltd.
Shinagawa Intercity A-21F, 2-15-1 Konan, Minato-ku, Tokyo 108-6021
TEL +81-3-6894-1888
Should you have any questions about this product or document, please contact our
support center (information below). Answer will be sent to you from 9 to 12 AM / from
1 to 5 PM (from Mon. to Fri.; in Japan time).

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Use this system after fully confirming that it is suitable for your business. FORUM8
has no responsibility for any damage including lost profits, claim by third parties, orother incidental or consequential damages arising out of, or relating to your use ofthis system.

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※All brand names and product names areregistered trademarks or trademarks of
their respective companies.

Instructor Manual

22for Ver.17.00.00 2023.10

UC-win/Road Ver.17

www.forum8.co.jp