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Variable Mix Shapes stretches faces
#1
Hi, I have a problem with Variable Mix Shapes. I'm making Generator for railroads platforms using Shape Extrusions. I want to make one that's wide at start, but ends narrow, so I divided my spline on three parts - wide, Mix, narrow. But it doesn't work right. Here's how it looks - first screen is from the wide part, second from narrow.

   
   

Not only it breaks UV's but also geometry:

   

Here's the shape of platform:

   

For narrow shape I'm using the same shape, modified by TRS Shape. Tried to do it with separate shape but didn't change a thing.

   

I'm really sorry for the mess in my nodes Sad


I'm using:
Unity 2022.3.20f1
Curvy Splines 8 ver. 8.9.2

Can someone please tell what I'm doing wrong?
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#2
Hi
Try setting the "Include CPs" settings to true. They are located in the Shape Extrusion modules, in the Cross tab. Let me know if you still have issues after this, while sending me a reproduction case.
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#3
Thanks for your response. Unfortunetly it didn't change a thing. I noticed that Optimize within Shape Extrusion is kinda causeing trouble. When I swich it off it makes the gap smaller, but still the geometry isn't the same.
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#4
Can you please send me a reproduction cas, i.e a minimalistic project with the setup that causes the issue? Thank you.
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#5
Here is how I would have done things (see PM for the full file)

   
  • Instead of 3 separate extrusions, which open the door to misalignment between extrusions if not setup properly, I used only one extrusion.
  • Instead of using the Variable Mix Shapes, which was intended to mix shapes that are different, I used the Advanced Scaling, since you only need to scale the same shape.
  • The times of the keys in the Scale Y Multiplier curve are the same as the Relative Distance of the Control Points
   
  • I set the resolution of the Cross section to a minimal value. Increase it if you use in the future a shape more complex than a rectangle
  • I set the resolution of the Pah to a fixed value (no optimization), to have enough vertices to ensure a smooth transition between the different scales. It is not much increase in the polygon count, but if you want, you can have 3 extrusions, 2 with optimization, and the 3rd (for the transition) without it. In this case, use the Range setting in each Shape Extrusion model to make it extend only to the right section.
I hope this helped.
Have a nice day.
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#6
This is exactly what i wanted Big Grin It works great. Thanks for your answer.
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#7
You are welcome.
If and when you feel like it, please leave a review for the asset, that helps a lot.
Have a nice day
Please consider leaving a review for Curvy. This will help a lot keeping Curvy relevant in the eyes of the Asset Store algorithm.
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#8
Hi, wanted to ask one more thing. Is it possible to correct both UVs on scaled mesh? I know about Keep Aspect and it works good for extending Spline Lenght. But not if I want to Scale X with curvy Multiplier. Not form 0,0 to 1,1 but e.g. from 0,0.5 to 1,1. Also the texture is tilted then. Is there a setting that works similar to e.g. Correct Face Attribute from Blender?
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#9
I believe you are looking for the Unscale U setting:
https://curvyeditor.com/documentation/generator/modules/volumemesh#unscale_u
Show in action here: https://youtu.be/teq2_slOuKo?feature=shared&t=40

The other settings, namely Unscaling Origin, UV Offset and UV Scale should allow you to have a range different from 0,0 to 1,1.

To avoid texture tiling, you need to modify the texture settings. Here is how to do it:
https://www.perplexity.ai/search/in-unity-how-to-make-a-materia-QhHKDFpwRbiA3U9Rb_DSaQ

Have a nice day
Please consider leaving a review for Curvy. This will help a lot keeping Curvy relevant in the eyes of the Asset Store algorithm.
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