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Scale Deform Mesh Along Spline? / aligning colliders
#3
(09-14-2022, 06:51 PM)_Aka_ Wrote: Hi

1. Using the Deform Mesh feature, you can't unfortunately scale a mesh along the path. You can scale the whole object using the Scale section in the Volume Spots module, under your group's tab. But this scaling will scale the whole object uniformally, so not what you are looking for if I understood correctly.
Being able to scale the defomed mesh is a good idea, I take note of it for future versions.

2. Does the end piece have to be deformed as well?
If no, please take a look at the attached example, made for another customer, that simulates a snake being deformed, and its head being at the end of the deformed mesh.
If yes, then make two Curvy Generators having a mesh deformation setup in them. Using the Range parameter of the Rasterize Path module, you can set what part of the path each generator should act on.

3. The box and capsule collider can, as far as I know, only be aligned on the world's axis. If I am wrong, please do the following to help me fix the issue:
- Make an example scene with a curvy generator that does a mesh deformtation with box and/or capsule colliders
- Export the created meshes. These will have the colliders setup in the way that doesn't fit your needs
- Duplicate one of the exported meshes, and set it up the way you would like the generators to set them up. Rename this object in such a way I can recognize it (for example "...._Corrected")
- Send me this setup
Once received, I will see what I can do.

I hope this helped
Have a nice day

Hi Smile Thanks for the reply.

1. Yea I believe you understood it correctly. important note though is that the gradual scaling would have to apply to all the meshes deformed along the spline. Essentially the same effect you currently have for the extrude shape, only applied to all the deformed meshes along a curve, seeing it in a future update would be much appreciated.

2. It would have to follow the spline. I can see how your solution might work, I'll give it a shot later today and report back. My main concern is how difficult it might be to match find the right point on the spline without the ending peice "tiling" along the spline.  If I might suggest a possible improvement for future users. You already have the ability to place different meshes along the spline through a single generator, adding a "start" and "end" mesh would do wonders for work flow.

3. I'll look into giving you an example, but I'll try to explain a possible solution (I'm not coder, merely an artist and level designer, so bare with me ^^ ) Colliders obviously align with the objects they are applied to, which results in the box colliders being a very rough fit since all your generated meshes are placed in 0,0,0 rotation. My suggestion is to have an option to have the pivot orientation of the generated meshes, match the orientation of the point on the spline they were placed at, that way a primitive collider would be a able to match the shape much more accurately.
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Messages In This Thread
RE: Scale Deform Mesh Along Spline? / aligning colliders - by MamasToast - 09-15-2022, 10:02 AM

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