11-16-2021, 12:48 PM
Hi
I see two solutions to reach your objective. I recommend the first one
1- Add a script that will automatically do what you already do by hand: modifying space before/after to subtract half of the mesh's depth. The advantage of this solution is that you will not have to modify the code of Curvy Splines, which will make updating Curvy to the latest version not a trivial operation anymore. Also, less chances to introduce bugs.
2- Modify Curvy's code of the Volume Spots module to completely ignore the depth of the input mesh.
API side, that depth is available at CGBounds.Depth. If you find all references to it in the code, which are all for now in BuildVolumeSpots.cs, you can modify those parts of the code to not take into account the depth. This solution will be more difficult to implement, since you will need to get familiar with the code of that class, which is easier said than done. The advantage of this solution is that you will not need to add any new script to your scenes for it to work, unlike for solution 1.
I hope this helped. Let me know if you have other questions
Have a nice day
I see two solutions to reach your objective. I recommend the first one
1- Add a script that will automatically do what you already do by hand: modifying space before/after to subtract half of the mesh's depth. The advantage of this solution is that you will not have to modify the code of Curvy Splines, which will make updating Curvy to the latest version not a trivial operation anymore. Also, less chances to introduce bugs.
2- Modify Curvy's code of the Volume Spots module to completely ignore the depth of the input mesh.
API side, that depth is available at CGBounds.Depth. If you find all references to it in the code, which are all for now in BuildVolumeSpots.cs, you can modify those parts of the code to not take into account the depth. This solution will be more difficult to implement, since you will need to get familiar with the code of that class, which is easier said than done. The advantage of this solution is that you will not need to add any new script to your scenes for it to work, unlike for solution 1.
I hope this helped. Let me know if you have other questions
Have a nice day
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