So, I am very aware of how to change a static mesh’s size over time, however, what if the static mesh has to change shape over time? Or, more technically, turn into other meshes over time?
In the photos below, you can see the projectile is not one object that gets larger; it’s actually multiple sprites that are cycled through.
I looked up morph targeting, so maybe that’s the way to go? However, it seems like it’s supposed to be done with the same mesh.
I also considered a Niagara system, but I fear that could be expensive.
So, unsure, exactly, of the most efficient way to tackle this. I can do it, but I want to do it the best way.
I’m currently using the “sprite” method (by assigning individual meshes to give the illusion), but I’m still curious if there are any people out there that have dealt with this.
Hey there @Leomerya12! For me it depends the use case. I use morph targets for meshes that can change in basic ways without adjusting topology, which in theory if you’re using it like sprites it might be viable but awkward. Morph targets also don’t change collision, so if you need to handle that it’d be done separately.
What’s the full use case? One of these projectiles that change over distance but in mesh form?
Each level rewards the player a larger and more powerful version of their previous projectile. HOWEVER, having a huge projectile come directly out of the jet doesn’t look very good.
In the above, you can see that sprites of the lower-level projectiles are used as a transition to the more powerful projectile.
So, I was wondering:
Should I swap out meshes (like sprites) to achieve this effect?
Or
Should I physically morph the shape of a single mesh over time? And if so, how?
What I did below is #1, but I have no idea how to even pull off #2. Is it complicated?
Are you actually changing the shape? Looks like the projectile is just scaling. If that is the case then why not just have the same static mesh and just scale it over time?
@3dRaven, scaling is actually the first thing I did, but because the impulse-hashmarks (horizontal speed lines) change over time, that, in essence, meant that the object changed shape over time as well.
I concede, I probably could have gotten away with it, but I, personally, wouldn’t have been as satisfied as I am know.
So, the question is academic at this point:
Is morphing generally preferred in this situation, or spriting? And how the hell would I morph it if morphing were the better option?
Seeing as there is not much change visually I would scale the mesh and at the same time calculate the speed lines via incremental changes in the speed lines uv map. That way you can keep the mesh consistent (many morph target calculations can add up hitting performance).
@3dRaven , you and @SupportiveEntity are validating my decision to go the sprite route, because I do not have the mental and emotional bandwidth to learn niche techniques. My hands are full with this project.
I just wanted to make sure I wasn’t doing things inefficiently.
I’m satisfied, and thank you both for the insight.