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Best practice for mass-object instancing along 100km spline (railways) plus streaming
#6
Hello there,

first up thank you very much for the clarification and script example! We are now trying to adjust the instanciation script in a way that it places the instances at the same location as the spline points -currently they start at 0,0,0 world coordinates.

Next to that we are thinking about how to automize the spline creation. Our base data is typically a long linear spline < with points every 2m. Currently we are resampling it to 60cm (sleeper distance), spawn cubes at every point, delete the spline and export those cubes as .fbx - In Unity the inverse process takes place: taking cubes out of the fbx prefab into a scene, putting them into a curvySpline container > curvySpline > use the instanciation script to spawn sleepers.

Is this the optimal workflow or could we do the resampling in curvy (going down from 2m point distance to 60cm for the instancing)?

Attached is a typical .fbx file with cubes at resampled spline point positions. How would you produce the curvySpline from that file?

Personally I'd prefer to take out all those in-between steps: find a tool that takes the georeferenced .dxf AutoCAD files and converts the spline in there into JSON format for direct curvy input. So far I haveen't found anything that can do this yet.

Best regards,
Bodo


Attached Files
.zip   ICE-Spline.zip (Size: 1.86 MB / Downloads: 2)
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Messages In This Thread
RE: Best practice for mass-object instancing along 100km spline (railways) plus streaming - by bs@vectorvision.de - 09-13-2019, 12:12 PM

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