Hi TechLord,
I’m creating this from scratch, no fractal tree tecnicque here because I’m using just splines.
As is today I created 2 ways to generate a tree structure:
- one is automatic and the algorithm creates the tree based on input values such as n° branches, angles, spline points, but is so random that you can’t control the shape of the tre
- the other is more a manual way where you edit the spline shape point per point (spline always maintains a tentacle shape), convert to a mesh and use it with some parameters to generate the tree. Here you have more control on the tree shape.
But I’m not yet satisfied 
I want to push it more and try to reproduce a real growth animation from a seed (sinle point spline) to a full tree structure where you can set growth speed so that you should see a single tentacle pointed spline coming out of the ground and grow up splitting in N lateral attached spline branches with a random ranged angle and each branch split again in another level of branches or have meshes attached (flower, leaves, eyes, skulls, candles, fire particles, dead bodies, etc)
I’ll watch some growth tree animation real life videos and see how to do a growth animation as realistic as possible.
All splines must use single Hierarchical Instanced Static Meshe (mainly cylinder or cube) with preset LOD to optimize FPS as much as possible and be faster in gamescene.
If this is reachable in short time, I’d like to see what happens when I attach a generated tree structure to a skeletal mesh with no mesh, using just branches: the idea is to make mannequins made of branches that are initially attached to a bigger tree splines structure similar in materials and shapes where the mannequins look like normal branches and see them detach from the main tree and attach you. Lot of work before reching this final goal, but it is a final goal to reach!
Hope to have a demo to share with you (will put the link here) by Tomorrow evening.