Hi all, I need to get in order the coordinates of all the corners from any mesh to then build a spline around them, basically my task is to spline any mesh so I can then build a building, my knowledge is meagre so any ideas would be appreciated!
Try something along the lines of:
This will need more work to get it right, as in: there should not be 24 spline points here.
the coordinates of all the corners from any mesh
There is a also the questions of what you define as a corner - a vertex?
Great idea thanks! I meant literally get the coordinates of the corners of the mesh, because if I have in the right order the coordinates of all the corners of the mesh, then the spline will be able to automatically build around the mesh, like in the 2nd picture.
Much simple then, see if you can adapt this:
This accounts for rotation of extents, those bits can be ignored if not applicable.
the right order the coordinates
I believe only you know what the right order is?
As in: how do we know where to start counting and which direction to go?
Basically, it doesn’t matter where to start; the main thing is to outline the mesh with a spline so that it looks like in the photo
Your mesh is not a simple box, so you’ll need the procedural
approach for this. Tricky stuff.
I wonder if you’re asking for the right thing, and this should be done in material instead Something along the lines of:
Would it make sense?
It’s hard to explain )) but I need to replace the model of complex objects while preserving their geometric complexity. I recently learned that you can use splines to construct buildings. My goal is to outline complex geometric objects with a spline and then use that spline to construct the building.
Not gonna lie, not getting it - but I might be simply out of my depth. Is there a reason why the procedural mesh approach I originally suggested would not work here?
I sent a link to a video showing approximately how it should work. My task is to replace complex objects with my own models in real time. In the video, I used splines, but I manually hardcoded the corner coordinates using sockets