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MegaShapes advanced Lofter and spline based mesh builder.

Discussion in 'Assets and Asset Store' started by SpookyCat, Jun 14, 2012.

  1. MikeUpchat

    MikeUpchat

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    Any word on the hole support for filling in splines?
     
  2. SpookyCat

    SpookyCat

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    It is coming soon alone with some more features.
     
  3. SpookyCat

    SpookyCat

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    Just a quick note if anyone is trying to get support via email or the website, Hurricane Sandy has knocked out our data centers connection to the web, they are busy trying to restore connection so should be back up and running soon.
     
  4. SpookyCat

    SpookyCat

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    I have just submitted a small update to the Asset Store, this sees a couple of bug fixes, some improvements to the spline editing code and importing of SVG files will now take note of the axis value to orientate the shapes as you wish.

    Changes from v1.27

    • Up value used correctly for complex loft layers.
    • Editing of splines works correctly for scaled and rotated splines
    • SVG import now uses Axis value on import for orientation.
    • Deleting a layer will now rebuild mesh if realtime is off.
    • Fixed strange results when typing in values for Offset values on Clone Layer.
     
  5. SpookyCat

    SpookyCat

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    I have for the next update added support for xml based spline importing, this was added at the request of a Maya user who is doing a plugin for exporting bezier curves from Maya to this simple format, so in case anyone else is interested in getting bezier splines out of their 3d package an example of the format is below.

    As you can see it is very simple, with just a <Shape> tag around any number of <Spline> tags, for the actual Knot data there are values of the position of the Knot (in local space) which is defined in the 'p' attribute as well as the in handle and out handle which are again in local space. The 'l' attribute is the length of the spline up to the knot but can be excluded as this is calculated at import time anyway. If the Spline is closed then the closed value should be 1 else it can be excluded or a value of 0 used.

    The format will be extended soon to accommodate animated splines.

    Code (csharp):
    1. <Shape>
    2.     <Spline closed="1">
    3.         <K p="195.45 0 -0" i="192.717 0 -0" o="195.45 0 -21.3667" l="64.1"/>
    4.         <K p="195.45 0 -64.1" i="195.45 0 -42.7333" o="191.215 0 -64.1" l="12.7047"/>
    5.         <K p="182.745 0 -64.1" i="186.98 0 -64.1" o="175.113 0 -41.4195" l="47.8608"/>
    6.         <K p="167.48 0 -18.7391" i="167.48 0 -18.7391" o="166.071 0 -14.5141" l="9.97205"/>
    7.         <K p="164.4 0 -9.25469" i="165.045 0 -11.3526" o="163.67 0 -11.5859" l="10.8237"/>
    8.         <K p="160.984 0 -19.525" i="162.531 0 -15.0094" o="160.984 0 -19.525" l="47.1516"/>
    9.         <K p="145.611 0 -64.1" i="153.298 0 -41.8125" o="141.791 0 -64.1" l="11.4609"/>
    10.         <K p="134.15 0 -64.1" i="137.97 0 -64.1" o="134.15 0 -42.7333" l="64.1"/>
    11.         <K p="134.15 0 -0" i="134.15 0 -21.3667" o="136.883 0 -0" l="8.20001"/>
    12.         <K p="142.35 0 -0" i="139.617 0 -0" o="142.35 0 -17.9" l="53.7"/>
    13.         <K p="142.35 0 -53.7" i="142.35 0 -35.8" o="148.582 0 -35.8" l="56.8618"/>
    14.         <K p="161.047 0 -0" i="154.815 0 -17.9" o="163.592 0 -0" l="7.63437"/>
    15.         <K p="168.681 0 -0" i="166.136 0 -0" o="174.871 0 -18.2" l="57.6711"/>
    16.         <K p="187.25 0 -54.6" i="181.06 0 -36.4" o="187.25 0 -36.4" l="54.6"/>
    17.         <K p="187.25 0 -0" i="187.25 0 -18.2" o="189.983 0 -0" l="8.20001"/>
    18.     </Spline>
    19.     <Spline flags="1" closed="1">
    20.         <K p="127.541 0 -0" i="124.544 0 -0" o="119.388 0 -21.3667" l="68.6081"/>
    21.         <K p="103.081 0 -64.1" i="111.234 0 -42.7333" o="99.9688 0 -64.1" l="9.33749"/>
    22.         <K p="93.7438 0 -64.1" i="96.8563 0 -64.1" o="85.0276 0 -42.7333" l="69.2282"/>
    23.         <K p="67.5953 0 -0" i="76.3115 0 -21.3667" o="70.8136 0 -0" l="9.65468"/>
    24.         <K p="77.25 0 -0" i="74.0318 0 -0" o="79.7224 0 -6.46667" l="20.7696"/>
    25.         <K p="84.6672 0 -19.4" i="82.1948 0 -12.9333" o="93.6479 0 -19.4" l="26.9422"/>
    26.         <K p="111.609 0 -19.4" i="102.629 0 -19.4" o="113.923 0 -12.9333" l="20.6042"/>
    27.         <K p="118.55 0 -0" i="116.236 0 -6.46667" o="121.547 0 -0" l="8.99063"/>
    28.     </Spline>
    29. </Shape>
     
  6. SpookyCat

    SpookyCat

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    A new version of MegaShapes is in the Asset Store and on our webstore now, this adds in support for the SXL file format shown above and to go along with that thanks to Daniel Brosnan we have available an exporter for Maya that will export bezier curves to the SXL format for use by MegaShapes the exporter is written in Python so will work for PC and Mac for versions of Maya 2011 and above.

    Changes for v1.28:

    • Support added for SXL file import, sxl is a xml based spline format allowing users to easily write their own spline exporters.
    • Bezier curve Exporter for Maya available
     
  7. SpookyCat

    SpookyCat

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    A new version of MegaShapes is in the Asset Store now, this sees some minor bug fixes as well as a Create Prefab system added to the Game Object menu to allow you to easily create prefabs from your loft objects, you can either leave all the components in place so allowing editing of the params when used in the game later or delete all the MegaShape components leaving just the mesh and then create the prefab so leaving you with a nice simple mesh object to use. This update also sees the addition of the freshly rewritten rope and chain system, this code is still in alpha and lacks all the features we have planned and has not been thoroughly tested yet but it is there for anyone who is keen to take a look and try it out, the next update will see docs for this and videos on its use, and just to remind anyone who is thinking of maybe buying the system that the price will be returning to its full price when the rope and chain system comes out of beta so a little time yet to get in and beat the price rise :)

    Changes for v1.30

    • Added a Create MegaShape Prefab option to the GameObject menu so you can easily create prefabs out of lofts or shape meshes.
    • Removed some debug logging messages when loading SVG and SXL files.
    • Rope and chain code added in an alpha state ie not fully tested or with all features present
     
  8. SpookyCat

    SpookyCat

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    Just to say there was a small bug in the Create Prefab option in the last update, it has been fixed and everything works properly now and a new version will be up very soon.
     
  9. SpookyCat

    SpookyCat

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    I have been doing some work on the rope system to slowly edge it towards beta. I have re written the core physics system and adding different integrators such as Verlet and VertetTC , I have also added self collision which was lacking from the previous version, a new system for calculating the transport frame to stop ugly twists in the mesh and adding new meshing options such as being able to use a custom mesh as the model to be deformed to the rope path, so you can build a rope mesh with eyelets or other additions, or model up a hose system for a robot and use that for rope, still lots to do but getting there. Quick grabs of rope test below. There will be an update hopefully early next week with the improved rope system in.
    $ropetestas.jpg $ropetest2s.jpg
     
  10. SpookyCat

    SpookyCat

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    We have just released an update for MegaShapes, this sees some bug fixes and some improvements to the rope system bringing it a little closer to Beta. We have added a Verlet integrator for the rope as well as the start of self collision and another meshing option where you can deform a custom mesh to the rope spline, this would allow you to have a complex mesh with multiple materials and may say eyelets at each end for example. A new test scene is also included in the package which will show of the rope systems and we will add more examples to this scene as features are added. A video of the test scene is below, nothing special yet but shows the self collision.

    [video=youtube;2eHm3OI9a9o]http://www.youtube.com/watch?v=2eHm3OI9a9o

    Changes v1.31

    • Fixed bug in Helix shape with one of the knot handles being wrong.
    • Fixed exceptions in the alpha rope code
    • Added custom inspectors for the rope system.
    • Added a Verlet solver to the rope system.
    • Added first test of self collide to rope system.
    • Added start of a new scene for rope testing.
    • Added a new rope meshing option, deform mesh to rope spline.
     
  11. MikeUpchat

    MikeUpchat

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    Can the custom mesh have multiple materials?
     
  12. SpookyCat

    SpookyCat

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    @ MikeUpchat - yes it can.

    Just submitted a small update to the store, sees some optimizing of the Verlet integrator for the rope and chain system and also sees the inclusion of the MegaGrab system for doing poster size or anti aliased screen grabs.

    Changes in v1.32:

    • Optimized the Verlet integrator.
    • Added MegaGrab to the package.
     
  13. KeithT

    KeithT

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    Just bought this and trying to get the rope system to work in our project.

    It sort of works but one problem is "jiggling" when stationary, like a dying snake. Have played with just about every setting to no avail, any suggestions to stop this ?

    (Are you interested in bug reporting somewhere, as have met a load)
     
  14. SpookyCat

    SpookyCat

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    Hi Keith
    Are you using the verlet integrator? Playing with the drag values should help. The rope is still in beta and being worked on so there are issues which will be sorted out but to submit a bug you can go to the support ticket section of the website http://www.west-racing.com/mf/?page_id=385
    Chris
     
  15. KeithT

    KeithT

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    Hi,

    Yep tried verlet. Could not find anything called "drag", is it supposed to have a rigidbody ?

    Have tried changing most settings, still get permanent moving on the rope, if you move the objects it is attached to apart it hops up and down, when you stop.

    Don't really understand rope length, it changes back if you change it. Is it set by the initial shape ? The rope seems to extend indefinitely if you move the objects apart it is attached to, when playing, although the length does not seem to change in the inspector. For our application we would like it to be finite.
     
  16. KeithT

    KeithT

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    Setting gravity to zero makes the biggest improvement to reducing the jiggling/jitter, although not all.
     
  17. SpookyCat

    SpookyCat

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    I have yet to do the docs for the params for the rope as they are subject to change as it is still in development, but if you change the Bounce value to be less than 1 then that will help the jiggling, also changing the 'Air Drag' value to a lower value will smooth things out, as will the 'Friction' value. Another tweak is to change the 'TimeStep' value to a lower value.

    The Length value is a redundant value as far as setup is concerned it currently just shows the length of the rope be it generated from a spline or generated to connect two objects.

    If you are using the rope to connect two objects then currently the rope will fill in the gap no matter what the distance, I will add an option to only draw the correct length of rope n a future update, if though one or both of the ends are a rigid body then the rope will restrict the movement of the end rigid body based on the 'RBody Force' value. There is still a lot of work to do on the rope system and in the editor side to allow building of rope systems, ie adding paths, adding different constraints to the system, positioning constraints and so on. The rope was released in an early beta state at the request of customers so they could help guide the development of the system so the more feedback we get the better it will get :)
     
  18. KeithT

    KeithT

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    Some issues re attachment points to objects with colliders.

    If the attachment point is inside the object and the rope therefore goes through (or even just touches) the objects colliders that end of the rope jiggles wildly, when everything is stationary and none of the settings make any difference to this.

    If you put an empty game object as a child on the edge of the object, just outside its colliders and make it one end of the rope, when the game plays, the empty game object is permanently moved (i.e. it stays in the new position when you stop playing) relative to the parent object towards the rope. This creates a gap between the object and the rope which ruins the effect of having a wire attached to the object, that we are trying to create.

    I think this needs thinking through for complex objects which often have one rigidbody on the top level object. Attaching the rope to this top level object in line with the idea above re the length restriction and rigidbodies, means the end of the rope will often cross the objects colliders.
     
  19. SpookyCat

    SpookyCat

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    Hi KeithT
    The collider issue on connection will be sorted out when I add in the authoring of constraints to the editor, for the constraint you will be able to declare objects to ignore for collision, or turn off collision detection for areas of the rope etc.
    Chris
     
  20. KeithT

    KeithT

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    Trying to dynamically create a rope from script but not having much success, getting it to appear.

    Several issues:

    1. Even in design view it seems very temperamental in terms of the order you do things. If you set top and bottom, and have a startshape set nothing appears. If you "none" the startshape the rope sometimes appears between the top and bottom. If you then reassign the startshape to a shape it will then conform to the shape. Did this in the same order from code, but could not get it to appear. Even if I then do it manually through the editor with the game playing, still a no show.
    2. The rope keeps losing the reference to it's material in the mesh renderer. You have to apply this manually in the editor, but doing it from code does not make it appear.

    Any suggestions ?
     
  21. SpookyCat

    SpookyCat

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    @KethT - I will look at why doing it in code should be different, if you could email me what you are doing then I can take a look for you. The rope system is still in beta so things are being improved and added to. I will also look into what could be causing the material to disappear for you and get back to you.
     
  22. artonator

    artonator

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    Hey SpookyCat,


    I have a mega shape object that use mega spline as a path in my scene, and I am trying to move one of knot by user input (say move 1 unit in y direction in its local space while user click on space or something ) Is it possible to show me how it can be done in code?

    I added following line in code

    public MegaSpline thePath;

    and was gonna drag the path into the variable in unity editor and access a knot( say 2nd Knot) yet it dosent seems let me.

    Any sugestion?


    Thank you,

    Arthur.
     
  23. SpookyCat

    SpookyCat

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    Hi There
    If you could submit a support ticket at the website I will get you up an running on that in no time :)
    Chris
     
  24. artonator

    artonator

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    Thank you Chris.. I will do that.
     
  25. SpookyCat

    SpookyCat

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    While working on the transport frame systems for the rope and spline meshing I decided to finally add the Hose system I have had laying around here for ages, and did a little demo scene to show it off. The hose system will added to the MegaShapes and MegaFiers assets in the next update (hopefully tomorrow).

    This video shows a quick demo scene to show of the new Hose feature we have added to MegaShapes, this allows you to link two objects with a flexible hose that will naturally bend and flow between the two connections. You have complete control over the mesh generation and can choose round, square or D Shaped hoses, and you can adjust the fillet radius for sharp corners. You can also define a region for corrugations and set the number of cycles and radius change. You can also set a bulge curve so you can simulate fluid flowing along the hose or inflating the hose.

    The rail that the objects are moving along was also created using MegaShapes with the spline to mesh option, and a little extra script was written to generate the posts the splines rest on.
    [video=youtube;HgfzWg9TmFw]http://www.youtube.com/watch?v=HgfzWg9TmFw
     
  26. KeithT

    KeithT

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    Hi,

    Sorry for the delay in getting back, been on the road.

    Snippet of code to show type of thing trying to do, was sort of derived heuristically from what made the rope appear in the editor. Never got it to work though and might not be consistent as tried lots of different things. Is written from the point of view of one of the objects that is the end of the rope.

    //create the rope
    theFlexiLink = (GameObject)Instantiate(Resources.Load("wire"));
    MeshRenderer theRenderer = theFlexiLink.GetComponent<MeshRenderer>();
    theRenderer.materials[0] = (Material) Resources.Load("Rope");

    theFlexiLink = GameObject.Find("phmeter_wire");
    theFlexiLink.transform.localPosition = startingFrom.Origin - 0.125f*Vector3.right;

    //create an empty game object in this object to be one end of the rop
    GameObject theEndOfTheFlexiLink = new GameObject();
    theEndOfTheFlexiLink.transform.parent = transform;
    theEndOfTheFlexiLink.transform.localPosition = startingFrom.Origin;
    //Find the rope script on the rope
    theRopeScript = theFlexiLink.GetComponent<MegaRope>();
    //set the end of rope object
    theRopeScript.top = theEndOfTheFlexiLink.transform;
    //set the starting shape of the rope
    Transform theStartingShape = theFlexiLink.transform.FindChild("WireStartShape");
    theStartingShape.transform.localPosition = transform.localPosition;
    MegaShapeArc theShapeScript = theStartingShape.GetComponent<MegaShapeArc>();
    theRopeScript.startShape = null;
    theRopeScript.startShape = theShapeScript;

    //create an empty game object in this object to be one end of the rop
    GameObject theOtherEndOfTheFlexiLink = new GameObject();
    theOtherEndOfTheFlexiLink.transform.parent = linkToGO.transform;
    theOtherEndOfTheFlexiLink.transform.localPosition = theLinkingPoint.Origin;
    theRopeScript.bottom = theOtherEndOfTheFlexiLink.transform;
     
  27. SpookyCat

    SpookyCat

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    @KeithT - I will look at that code hopefully today and see what is happening.

    On another note we have just released v1.34 of MegaShapes which sees a couple of bug fixes and the release of the Dynamic Hose system, as I said above the hose system came out of some old code I had and trying to get an improved transport coordinate frame system working for the rope and lofter and it seemed like it might be useful for some. Anyway the update is on the Asset Store and our website now, list of changes are below and I will be doing a video showing the use of the hose system later along with its help page.

    Check the website for more info.

    Changes for V1.34

    • Replaced use of GameObject.active with GameObject.SetActiveRecursively() to be compatible with Unity 4.0.1
    • Added Mega Hose system to MegaShapes, easily connect two objects with a flexible hose.
    • Added Mega Hose Attach to MegaShapes, attach objects to the hose.
    • NormMap renamed to avoid naming clash.
    • MOrbit.cs script renamed to avoid errors if installed with MegaFiers
     
  28. SpookyCat

    SpookyCat

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  29. KeithT

    KeithT

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    Have been trying this out, as in some ways it looks closer to what we need than the ropes (although the crinkly bit in the middle limits is uses). Anyhow, one immediate improvement over ropes is the offset from each end feature, which was a pain to setup on a specific game object in ropes.

    Have a problem though in that have 2 big red balls that are in the way and not sure how to get rid of them. Wondering if because they have not scaled down when using a small diameter tube ?

     
    Last edited: Jan 25, 2013
  30. SpookyCat

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    Arr they would be the debug gizmos that show the spline knot positions etc, I will put a toggle on that for the next update in the meantime you can just comment out line 146 to 253 in MegaHoseEditor.cs to stop that being drawn, it serves no purpose so you can just delete those lines.
     
  31. KeithT

    KeithT

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    Thanks that removed the balls.

    Am now trying to integrate this and want to load and attach a hose dynamically, how can I access the start and end objects and then set them. They don't seem to be public or are named something else. Had a quick look at the code but not obvious where they are, are they in another datastructure ?
     
  32. SpookyCat

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    There are two GameObject values in the MegaHose class, custnode and custnode2, they are the start and end GameObjects.
     
  33. KeithT

    KeithT

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    Thanks. Not much luck with this. If you make the hose a prefab it loses it's mesh which when you dynamically load it, it then generates an error at line 899 in megahose.cs.

    Also tried setting the start and end game objects in code, which you can see set in the debugger, but they are not set when you look at the hose instance in the editor.
     
  34. SpookyCat

    SpookyCat

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    Arr that would be the updatemesh flag not being set, I have since added a Start method that will set that to true so rebuilding the mesh when the hose is added. I have also added a method to call to set the end targets from script. Could you possibly submit a support ticket for your issues as it is much easier to keep track of them that way.
    Chris
     
  35. SpookyCat

    SpookyCat

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    I have fixed the prefab issue. I have also made it automatically disable the Free Create mode if there are two end objects for the hose, this might be why you didn't see the hose connect the objects when you set them from script if the FreeCreate option was set. I will do some more testing and submit a new version today.
     
  36. SpookyCat

    SpookyCat

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    Just released another little update to MegaShapes, this sees some small bug fixes to the Hose system, full changes listed below.

    Changes in v1.36:

    • Hoses named correctly when created.
    • Fixed hose not initializing correctly on creation.
    • The hose system now works correctly with prefabs.
    • Hose Freecreate mode disables automatically if end objects defined.
     
  37. KeithT

    KeithT

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    Great, this fixed it and have it working now.
     
  38. konzon

    konzon

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    Looking to use MegaShapes for traditional platforms in a game. Being able to adjust the spline on the fly has an interesting application in deforming the platform. There isn't a basic Mega shape that is a spline, or line. Is the only way I can create a straightish platform is to manipulate the arc until it closely resembles a straight platform segment? Can you recommend a better Mega workflow? I don't have Max (I do have Maya), so I wouldn't be able export a Mega spline from there... Are there other tools for creating a spline that matches the general course of my terrain which I can then loft with a cross section?
     
  39. SpookyCat

    SpookyCat

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    @Konzon - I will add a simple straight line helper shape for you to the next update. If you can email me or submit a support ticket then I can send the helper to you direct before hand. We do have a spline exporter for Maya now again if you get in touch I can send that to you. You can use the SVG import option as well so you can create all your splines in a 2d paint package and export them to SVG.
     
  40. SpookyCat

    SpookyCat

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    Added another little system for the next update to MegaShapes, this time a system for doing tracked vehicles. As with other systems in MegaShapes it uses a spline to define the path of the track and you pick a mesh to use as the links. It is very fast and flexible, also included is a helper script to match wheel speeds to the track speed. It should appear in the next update of MegaShapes.
     
  41. ProjectOne

    ProjectOne

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    Lovely,
    are the tracks/wheels already setup to follow contour of ground surface? (well don't hit me for asking :))
     
  42. SpookyCat

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    Well the system was done to replace peoples use of the Path Deform modifier making it much faster and more flexible for the specific task of tank tracks so I assume those users already have a system in place to change the underlying spline. But if not it would be quite simple to link points on the spline below each wheel to a wheel collider position or do raycasts down from the knots or wheels and update the spline accordingly.
     
  43. ProjectOne

    ProjectOne

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    Excellent, thanks
     
  44. SpookyCat

    SpookyCat

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    Version 1.38 of MegaShapes as been submitted to the Asset Store and available now on our website. This sees some improvements to the Dynamic hose system and inclusion of the Tracked Vehicle system that is shown in the video above.

    Changes in v1.38


    • Updated BezFloatKeyControl to match the new MegaFiers version.
    • Added Do Late Update option to Hose system
    • Added option to disable hose updates if not visible
    • Added Tank Tracks System
    • Added Tank Wheels helper system
    • Hoses named correctly when created.
    • Fixed hose not initializing correctly on creation.
    • The hose system now works correctly with prefabs.
    • Hose Freecreate mode disables automatically if end objects defined.
     
  45. SpookyCat

    SpookyCat

    Joined:
    Jan 25, 2010
    Posts:
    3,768
    Version 1.39 of MegaShapes has been submitted to the Asset Store and is also available onour website. This fixes problems when layers built on a loft surface extend past the start or end of an open surface, previously the mesh would loop back to to the start causing stretched meshes, it will now interpolate correctly past the ends.

    Changes in v1.39

    • Cursor position is now a per spline value instead of a single static.
    • Fixed problem with layers extending beyond surface loft wrapping around causing meshes to stretch etc, will now work correctly.
    • Added option to Simple Loft layer to choose the origin of the UV, either from start of loft spline, or start of the loft.
    • Added option to Complex Loft layer to choose the origin of the UV, either from start of loft spline, or start of the loft.
     
  46. SimtropBuggi

    SimtropBuggi

    Joined:
    Feb 15, 2013
    Posts:
    98
    I might be able to put the mesh generation to work for roads/rail/powerlines in my game. I will have to look at Shapes closely. Does it have any functionality at runtime? Could I let a player click-and-drag a fence or something in the game and have Shapes create the mesh?

    Also, any news on the Terrain project?
     
  47. SpookyCat

    SpookyCat

    Joined:
    Jan 25, 2010
    Posts:
    3,768
    Another quick update to fix a couple more issues. As for the terrain system I am attempting to clear the decks by getting as many bug fixes and updates for MegaFiers and MegaShapes done so I can get have a little free time to get Terrain out, so if all goes well and I don't get a torrent of new support requests the Terrain system should be ready to go very shortly.

    Changes in v1.40

    • Removed MegaMOrbit file which caused an error if MegaFiers and MegaShapes installed.
    • Fixed Mesh Fill option not working correctly if shapes were generated with an axis value or X or Z.
    • Fixed errors on 4.0 and 4.1 for SetActiveRecursively
     
  48. gshape

    gshape

    Joined:
    Aug 8, 2012
    Posts:
    104
    Hi! I am interested in this great product and wonder if there is any news/update regarding building continuous lofts?? Any example we can see please?

    I would like to build a continuous path with MegaShapes, and hope my character running on it (follow the direction of spine) and jumping!

    Thank you.


     
  49. Scott-Curtin

    Scott-Curtin

    Joined:
    Mar 19, 2013
    Posts:
    14
    Greetings,

    I've experimented quite a bit with many different values in the Simple loft and Complex loft settings and can't seem to get the cross sections to align perpendicular with the path the way that the, very easy to use, create tube mesh from spline function seems to. Possibly the code for factoring in the up value for the cross sections in these scripts is different, as I'm importing my curves from Maya. My problem, as a result, is that the mesh looks weird with its cross sections aligned perpendicular to the world rather than the path... and I can't use the scale curve feature, as it's not available with create tube from spline.

    Might it be possible to create a spherical drop-off modifier that could reside on the path curve, possibly similar in functionality to the cursor feature that you have, except it would also have a scale mesh by a certain value feature? So instead of a scale mesh curve you could add a series of modifier spheres along a path that would influence the loft scale. This would also solve my problem of being able to lock the scale of a mesh to a specific location on the curve- so when I animate the length value the scale values stay locked to their location on the path.

    Anyways,
    Thanks for reading.
     
  50. SpookyCat

    SpookyCat

    Joined:
    Jan 25, 2010
    Posts:
    3,768
    @gshape - Sorry for the delay, I was not getting forum notifications so missed your post. I still have not found the time yet to do a contnous loft example, the mountain of support requests never seems to get any smaller. It is not hard to to just adding an removing spline knots basically and updating the loft so it wont take me long to get an example going when I can get half a day away from emails :)

    @Scott - I will be adding a scale curve to the simple loft, it used to have one but I guess it got lost in one of the code copies. You can rotate the cross section splines so you can compensate for different axis systems, if you can submit a support ticket I am sure we can get it sorted out for your shapes.