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Smart Spline Generator

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    #16
    bought it too. its very very cool. thx very much for it. and its totally worth the money !!!

    one thing that could be improved in my opinion is that (thats how i see it) even if i make a very small change in one of the many parameters everything is calculated again from start and the result will vary very much from the origin.
    Would it be possible to implement in future versions to only recalculate the changed parameter ?
    or do i see this completely wrong ? (sorry i am a noob ;-) )
    best regards
    stucki
    www.ofpawnsandkings.de

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      #17
      Looks awesome. My real question is how well does collision work on generated assets?

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        #18
        Originally posted by Alara View Post
        Bought it, thank you so much for this great tool! Works really good and it will save me soooo much time
        Originally posted by stucki View Post
        bought it too. its very very cool. thx very much for it. and its totally worth the money !!!
        Thank you, I'm really glad that you like it!

        Originally posted by stucki View Post
        one thing that could be improved in my opinion is that (thats how i see it) even if i make a very small change in one of the many parameters everything is calculated again from start and the result will vary very much from the origin.
        Would it be possible to implement in future versions to only recalculate the changed parameter ?
        or do i see this completely wrong ? (sorry i am a noob ;-) )
        best regards
        stucki
        I see what you mean, I'll see if I can implement something like this. I have a similar system in my tree&plant generator, but this one reacts to any surface and have way more possibilities (less predictable), so I will have to construct the logic in some other way... I'll let you know when I'll find a way to implement this feature.

        Originally posted by ambershee View Post
        Looks awesome. My real question is how well does collision work on generated assets?
        Thanks! It works without problems: Bridge Collision Test | Fence Collision Test
        + Generator uses mesh sections which are a regular static meshes - and it will use any collision shape that is defined within these meshes, so it's fully customizable and it depends on what mesh you use with the generator. The included default meshes serve as an example/starting point and you can import your own mesh sections.
        + After merging generated asset into static mesh (it's recommended, to save generated asset and improve performance), you can of course edit it in any 3D app and use any collision shape you want

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          #19
          Cheers for the info. I suspect I'll pick this up, even if only to pull it apart, sooner rather than later!

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            #20
            Nice project. Does it work on mobile ?

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              #21
              Originally posted by motorsep View Post
              Nice project. Does it work on mobile ?
              Thanks, this tool generates 3D assets that can be converted to static meshes, so it works with everything that can use 3D meshes, and generates on every collision-enabled surface - also in 2D projects.

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                #22
                Originally posted by Slavq View Post
                Thanks, this tool generates 3D assets that can be converted to static meshes, so it works with everything that can use 3D meshes, and generates on every collision-enabled surface - also in 2D projects.
                Thanks, sounds like the tool I need

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                  #23
                  Excellent 5 stars asset. Is there any guidance how to convect the result to static mesh? Cant seem to find much info of UE Merge Tool.

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                    #24
                    Originally posted by SaOk View Post
                    Excellent 5 stars asset. Is there any guidance how to convect the result to static mesh? Cant seem to find much info of UE Merge Tool.
                    Thank you! Yes, there is a separate documentation level (Maps\'Documentation_Merging') explaining it step by step. It's a matter of a few clicks.

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                      #25
                      Thanks, merging works perfect. Used InstaLOD to even add lods. There is no limits, unreal good.

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                        #26
                        One word, AWESOME!

                        cheers

                        Willi Hammes
                        ---------------------
                        Managing Director
                        MAWI United GmbH

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                          #27
                          Can you use this tool to generate rope splines from point a to b during runtime?

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                            #28
                            Originally posted by whammes View Post
                            One word, AWESOME!

                            cheers

                            Willi Hammes
                            ---------------------
                            Managing Director
                            MAWI United GmbH
                            Thank you!

                            Originally posted by MrMrC View Post
                            Can you use this tool to generate rope splines from point a to b during runtime?
                            This tool is designed for in-editor generation, but it can be easily modified to generate even during runtime. All you need to do is check 'Expose on Spawn' checkbox under variables that you want to control when spawning your rope spline and then spawn e.g. the 'PRESET_Rope1_BP' actor via Spawn Actor from Class' node with desired spawn transform. Your exposed variables will appear in the node input, so for example you can set 'Amount of Segments' (which defines rope length) and any other property when spawning it.
                            To specify fixed A & B points you would need to construct some additional logic, depending on your needs. By the nature, this tool generates not by following some fixed start & end points, but by 'sensing' nearby surfaces for specified length.
                            (Spawn during runtime GIF)
                            PS. If you would like to spawn it during runtime this way, you'll probably need to change few nodes in Blueprints\Internal Logic\StemSpline_BP -> Construction Script -> 'Reset Variables' function like this to avoid some warnings when spawning.

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                              #29
                              I'm very interested about this blueprint that you made, but I have a few questions if you don't mind :
                              Originally posted by Slavq View Post
                              Thank you! Default ivy leaves have basic wind in material + probably I'll add some interactive material effect in the first update. But it won't be fully dynamic like Dynamic Tree & Plant Generator - trees/plants have quite predictable structure, but in case of Smart Spline Generator, there are too many possibilities to implement some optimized dynamic interaction system. Besides, it's also recommended to convert generated assets (at least the bigger, more complicated ones) into single static meshes via Merge tool to have good performance, so the only dynamic interaction I can think of would be through materials with vertex offset.
                              Regarding this, are you able to generate custom vertex colors when you convert a blueprint into a static mesh ? Does the user has any control over that ?
                              As you mention having wind, that would be awesome if we could use custom meshes and have clean vertex colors applied for wind/effects deformations.
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                                #30
                                Originally posted by Froyok View Post
                                Regarding this, are you able to generate custom vertex colors when you convert a blueprint into a static mesh ? Does the user has any control over that ?
                                As you mention having wind, that would be awesome if we could use custom meshes and have clean vertex colors applied for wind/effects deformations.
                                The tool is built purely on Blueprints and (if I'm not mistaken) it's not possible to access/alter mesh vertex color data from Blueprints - so I can't implement any automatic vertex color generation, unfortunately. However, after converting generated asset into a static mesh via UE Merge Actors tool, you can always edit it in 3D app and paint vertex colors there.

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