06-30-2014, 12:07 PM
Hi There,
Apologies in advance if the question has already been asked. I have scan thru the threads but unable to find similar issue.
Instead of me creating the control points in Unity, the artist is exporting NULLs respresenting the spline (Catmull-Rom).
A single spline has around 30 control.
Eg:
SplinePath
- Node01
- Node02
- Node03
- ...
All the nodes are correctly named and arranged accordingly.
After importing the file into Unity, I selected all the gameObject (NULLs) and added the SplineSegment script in one go. The parent spline pick up all the segment but it mixed up the ordering.
I can't trace the order because Spline script will rename the gameObjects to CP001, CP002...etc.
I have tried adding the SplineSegment script one by one, but it doesn't update itself and eventually changes the order as well.
Is there a better way to setup the CurvySpline with artist exported nodes/NULLs?
Or even having a script that can clone a CurySpline from an existing node hierarchy.
(I'm new to Unity, some pointer how to start would be great).
I'm expecting a number of splines in each level, so I can't see myself manually adding this in.
I'm running Curvy 1.60 and Unity 4.5.
kimc.
Apologies in advance if the question has already been asked. I have scan thru the threads but unable to find similar issue.
Instead of me creating the control points in Unity, the artist is exporting NULLs respresenting the spline (Catmull-Rom).
A single spline has around 30 control.
Eg:
SplinePath
- Node01
- Node02
- Node03
- ...
All the nodes are correctly named and arranged accordingly.
After importing the file into Unity, I selected all the gameObject (NULLs) and added the SplineSegment script in one go. The parent spline pick up all the segment but it mixed up the ordering.
I can't trace the order because Spline script will rename the gameObjects to CP001, CP002...etc.
I have tried adding the SplineSegment script one by one, but it doesn't update itself and eventually changes the order as well.
Is there a better way to setup the CurvySpline with artist exported nodes/NULLs?
Or even having a script that can clone a CurySpline from an existing node hierarchy.
(I'm new to Unity, some pointer how to start would be great).
I'm expecting a number of splines in each level, so I can't see myself manually adding this in.
I'm running Curvy 1.60 and Unity 4.5.
kimc.