It sounds like they might be muddling some terms, so you might want them to clarify.
Or, it's entirely possible to pull that all off, I just haven't heard of it. Having COGO points at every tree location is one thing, and is very standard. Having tree blocks be multi-view is a different thing. And having those blocks located at the surface is quite normal, but "assigned" to the surface is not a correct term as far as I can find.
You should absolutely be able to use Land F/X with multi-view blocks, which are explained more here.
Those blocks can then all be moved to the surface by following these steps.
I found a way to turn blocks into COGO points here.
But to my knowledge, a COGO point cannot also be a multi-view block. So it would require asking them if they want COGO points placed at each tree location, or two separate files, one with blocks and one with COGO points.
You are right, I made some small confusions here. The trees need to be assigned elevation from the final project surface, not to be assigned to the surface.
COGO points can be represented by multi view blocks, it is just a matter of using a MVblock as a marker in the point style.
My question is more in the sense of:
When i create trees in landfx, can the tree be a cogo? or I need to convert it to a COGO afterwards? If that is the case, i guess the cogo would not be connected in any way to the landfx block, and that makes updating the design harder as I would have to keep track of 2 different elements for each tree.
It will take some experimentation on your end to see what is possible, and what will work best.
Noting primarily, that Land F/X will always keep all plants at 0 elevation. So the workflow will include a final process, which could be very similar to our Shadows or Plant Outlines, that will place all plants at elevation, with COGO points.
But in determining that ideal process, the above links should help. I think it would save a step to just use multi-view blocks while designing, to have that step taken care of. You should have little to no issues using multi-view blocks with Land F/X.
Then dropping the trees to the surface, also seems easily handled by the second link.
So the only process that is a head-scratcher, is the COGO points. The third link has a slightly roundabout process to accomplish it. There may be a better process, and it may well even be as simple as defining the multi-view blocks as COGO points in the first place.
Let me know what you find out, and we should easily be able to integrate some additional functionality into either the 3D Connection, or an entirely new command.
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