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B A D * M O R F O: 3D HyperBasher Multiuser Construction for Everything!


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B A D * M O R F O

		Multi-user Constructor for Everything: 			
  1. Character Armor Sets
  2. Masks
  3. Creatures
  4. Weapons
  5. Melee Weapons
  6. Vehicles/Crafts
  7. Machines
  8. Architecture
  9. Structures
  10. Props
  11. Missions/Quest

		https://youtube.com/watch?v=PqF6JNLTWZU
	


		100% Bluerprints-based Multi-user Construction Framework for In-game Editor | Constructor | Builder | Customizer | Prefab Systems

B A D * M O R F O: Multi-user 3D Object HyperBasher ( Edit | Construct | Build | Customize | Prefab | Mod )

An in-game multi-user framework | template | subsystems | embeddable application to extend into various Editors, Constructors, Builders, Customizers, Prefabbers, Modders based on HyperBashing: Collaborative Realtime 3D Kitbash Methodology White Paper … The Universal Constructor!

Potential Use for BAD*MORFO?

We’re developing this subsystem for [FONT=comic sans ms]GOD of DREAMS MMO FTPS/RPG Sandbox to support *3D HyperBashing *Philosophy (*Real-time Collaborative *KitBashing) empowering users the ability to collaboratively customize nearly every Entity in the “Dreamworlds” to enhance the social gaming experience.

We believe Hyperbashing will allow us to achieve functional Game World Simulation Interaction allowing different Game World simulations to merge content, game mechanics, players, etc.

BAD MORFO is a Glorious 3D Object Multi-user Placement Tool. Its core feature set is Mesh Object Spawn/Delete, Orientation, Material Parameter Adjustments, Server Save/Load. It provides Visual abstraction, so that developers can easily add their own logic that meets their specific needs. The core feature set enables collaborative construction at various design layers:

  1. Designer
  • Level Building

  • Entity Variation Pre-fabrication: {Character Armor Sets, Masks/Helmets, Creatures, Firearm Weapons, Melee Weapons, Vehicles/Crafts, Machines, Props }
    Game Administrator / Story Director

  • Story / Dialogue / Narration

  • Mission/Quest Building
    Player

  • Customization

  • Structure Building

Add whether you think you need to or not… It’s one BAD*MORFO! [TABLE=“align: center, border: 0”]

M O R P H E U S (aka BAD*MORFO): Multi-user Construction for Everything. - YouTube Attachment
M O R P H E U S (aka BAD*MORFO): Multi-user Construction for Everything. - YouTube Highlighting

PBR Material Adjustment

M O R P H E U S (aka BAD*MORFO): Multi-user Construction for Everything! - YouTube Support
M O R P H E U S (aka BAD*MORFO): Multi-user Construction for Everything! - YouTube Copy
M O R P H E U S (aka BAD*MORFO): Multi-user Construction for Everything! - YouTube Transform

M O R P H E U S (aka BAD*MORFO): Multi-user Construction for Everything! - YouTube Editing
M O R P H E U S (aka BAD*MORFO): Multi-user Construction for Everything! - YouTube
M O R P H E U S (aka BAD*MORFO): Multi-user Construction for Everything! - YouTube Modifier Parameters

M O R P H E U S (aka BAD*MORFO): Multi-user Construction for Everything! - YouTube Operations
M O R P H E U S (aka BAD*MORFO): Multi-user Construction for Everything! - YouTube Symmetric Operations

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What is this? Can you show us a sensible demo and potential use?

Hello @rotwang,

Thank you for your interest. This WIP is to show off the system as it develops/evolves (new word = evolops) and features added. Demo & Tutorials will be produced after we complete Core Features: Multi-user Mesh Object Spawn/Delete, Orientation, Material Parameter Adjustments, Server Save/Load.

Vehicle Construction

Collaborative Level Editing

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Collaborative Level / Entity Design:
Create & Save in BAD MORFO…
Load back in UnealEditor to Build Lighting, Collisions, Paths.

		Runtime Collaborative Editing and Save, Load back into UnrealEditor
		Utilizing Blueprints Utility: [https://docs.unrealengine.com/en-us/...ing-Blueprints](https://docs.unrealengine.com/en-us/Editor/Scripting-and-Automating-the-Editor/Scripting-the-Editor-using-Blueprints)

Real-time Creature Bashing… [TABLE]

		https://youtube.com/watch?v=Ld9nlGiPedg

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Morfobot

https://media.discordapp.net/attachments/475115107857203201/541606761900277764/Screenshot_2019-02-03_07.06.32.png?width=876

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MorfoSmartShapes

		MorfoSmartShapes

		Are merely StaticMeshes (for Static Mesh Parts) with specified Name used by Morpheus to associate Morpheus Objects (ie Connector) and Entity Component Objects (ie Particle, etc). Any staticmesh using the specified name will be considered a MorfoSmartShape, but we attempt to use Shapes related to the Object its associated too. Logic and Data are decoupled. A simple mechanism that allows the SmartShape representing an Object to be orientated like any standard (Static Mesh) Part.

		Connectors

		Our first Smartshape will support Connectors. Connectors are associated to a specific part, storing metadata as to what and where these components can be attached for Auto Alignment (object snapping). Metadata (decoupled data) consists offset transform for attachment, and a list of connectors allowed to attach

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MorfoSmartShapes: Connectors WIP

		Connectors

		Our first Smartshape will support Connectors. Connectors are associated to a specific part, storing metadata as to what and where these components can be attached for Auto Alignment (object snapping). Metadata (decoupled data) consists offset transform for attachment, and a list of connectors allowed to attach.

		MorfoSmartShapes

		Are merely StaticMeshes (for Static Mesh Parts) with specified Name used by Morpheus to associate Morpheus Objects (ie Connector) and Entity Component Objects (ie Particle, etc). Any staticmesh using the specified name will be considered a MorfoSmartShape, but we attempt to use Shapes related to the Object its associated too. Logic and Data are decoupled. A simple mechanism that allows the SmartShape representing an Object to be orientated like any standard (Static Mesh) Part.

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Collaborative Level / Entity Design:
Create & Save in BAD MORFO…
Load back in UnealEditor to Build Lighting, Collisions, Paths.
Introducing:
Convert Mesh to MorpheusPart

		Runtime Collaborative Editing and Save, Load back into UnrealEditor
		Utilizing Blueprints Utility: [https://docs.unrealengine.com/en-us/...ing-Blueprints](https://docs.unrealengine.com/en-us/Editor/Scripting-and-Automating-the-Editor/Scripting-the-Editor-using-Blueprints)

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Procedural Modifier Operations:

Alignment
{
-1: Default; 0: Zero; 1: Parent Direction; 2. Parent Direction + Rotator Value (Offset);3. Rotator Value (Direct); 4. Random Rotator; 5: Align by Bone; 6: By Gizmo Location
}

Position
{
-1: Default; 0: Parent Position; 1: Straight with Parent; 2. Parent Position + Position Value (Offset); 3. Random Position by Position Value; 4: Straight with Bone
}

Scale
{
-1: Default; 0: Parent Size; 1. Parent Size + Size Value (Offset); 2. Parent Size * Size Value%; 3. Size Value (Direct); 4. Random Scale (Uniform) using Size.Z(Max) Value (Offset); 5. Random using Size Value (Offset); 6: Scale by Bone;
}

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Symmetry Operations
M O R P H E U S (aka BAD*MORFO): Multi-user Construction for Everything! - YouTube

Symmetry (from Greek συμμετρία symmetria “agreement in dimensions, due proportion, arrangement”)[SUP][1]](Symmetry - Wikipedia)[/SUP] in everyday language refers to a sense of harmonious and beautiful proportion and balance. Symmetry can be found in every aspect of

[FONT=courier new]{
Left;Right;Top;Bottom;Front;Rear
}
M O R P H E U S (aka BAD*MORFO): Multi-user Construction for Everything! STUDIOS - YouTube

Symmetrical | Mirrored Bone Attachment Rotation FAIL [TABLE]

The Symmetrical Attachment Rotation fail - See Videos. Attachment uses relative rotation and YZ axis inverted +180 degrees of the ‘normal’ rotation on opposite side. Rotation on Y axis, is throwing everything off. I’m open to any and all recommendations. Thanks in advance.
M O R P H E U S (aka BAD*MORFO): Multi-user Construction for Everything! - YouTube
M O R P H E U S (aka BAD*MORFO): Multi-user Construction for Everything! - YouTube

Download the Character Blueprint

Hmm… If you’re applying the rotation of one mesh to a mirrored mesh is there some consideration for it being mirrored?

Looks interesting by the way!

Hello [USER=“37382”]Valkrie Sound[/USER], Thank you for the inquiry and the LIKE. I merely mirrored the vertices in Blender. However, I did not make any changes to the pivot. I swapped out my custom meshes with engine cylinder mesh to determine if the pivot is part of the problem. The issue persists. I do feel the socket and pivot rotations are relevant to the problem, just not sure if there is a local rotation bug. You can Download the Character Blueprint to see symmetry function it in action.

Possible Solutions

https://answers.unrealengine.com/questions/451985/view.html
https://answers.unrealengine.com/questions/76963/view.html

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		BAD*MORFO to get Blueprints-based [JSON Node Lexer ](http://thegamedevstore.com/v2/product/json-node-lexer-jnl-pronounced-janelle/)(JNL pronounced 'Janelle')](http://thegamedevstore.com/v2/product/json-node-lexer-jnl-pronounced-janelle/) to Serialize/De-Serialize Save/Load Data. 
		Based on the worlds fastest JSON parser: [JSMN by Serge Zaitsev](https://zserge.com/jsmn.html). JNL is 100% Blueprints. Developed to be embedded into other Blueprints-based Products to provide JSON Encode / Decode WITHOUT requiring a C++ Plugin.

I’ll be integrating BAD*MORFO at the core of the God of Dreams FTPS RPG Sandbox MMO, working towards achieving functional: Game World Simulation Interaction (that is, to communicate data, and to synchronize actions), allowing different Game World simulations to merge content, game mechanics, players, etc.

BAD*MORFO will accomplish World Merging with multi-user modular assembly and a custom HTTP JSON API to send construction/destruction commands between Servers. This is where JNL will be put to work Serializing/De-Serializing Data to sent via HTTP API to re-construct assembly of the world’s content if instantiated with the API.