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Hello,
I've recently bought your plugin from the Asset Store and I've seen some features of Curvy in those demos shipped along with it.
Is it possible to create a spline, then have a cylinder mesh stretch/grow along the path somehow?
Thank you in advance for the reply.
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Yes, this is possible. To have a cylinder extrude along a spline you'll need at least a custom Start Mesh (Halfsphere's aren't builtin yet), then you can animate the FromTF and ToTF parameter to dynamically define the length of the extrusion. For performance reasons I would use a FixedF extrusion (it's usually the fastest). Adaptive results in less vertices, but requires more calculations.
Jake
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08-28-2014, 05:12 AM
(This post was last modified: 08-29-2014, 05:57 AM by SarretaP.)
(08-06-2013, 11:40 AM)'Jake' Wrote: Yes, this is possible. To have a cylinder extrude along a spline you'll need at least a custom Start Mesh (Halfsphere's aren't builtin yet), then you can animate the FromTF and ToTF parameter to dynamically define the length of the extrusion. For performance reasons I would use a FixedF extrusion (it's usually the fastest). Adaptive results in less vertices, but requires more calculations.
Jake
How is a custom mesh created?
EDIT: I mean, how is a custom mesh created for the mesh builder's Start Mesh and End Mesh variables? I created a mesh in Blender, imported it into Unity, and assigned it to both the Start Mesh and End Mesh variables and the mesh builder creates a mesh that appears to have edges connecting the wrong vertices.
Thanks,
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