Hey, thanks for the links. I ended up solving it differently and hope this is now somewhat appropriate to post. Today I did this script, after weeks of painful reworking a fractured platform by hand and not being able to properly reitterate on it: [ame="http://www.youtube.com/watch?v=DA91BDeY4BU"]Merging Script -…
Thanks :D Yeah, that was my main focus. To try and let you work as normal, but be wrapping properly. Right now it wraps on start, but then after that unless you have a SubObject element selected, it doesnt simulate/waste CPU. So as soon as you select a vert/edge/face/border/element, it converts the selection and begins…
always wanting to reinvent the wheel and having to create a lot of tri meshes where I have "no control" of where the polys would be I created my own quadify mesh modifier for max..... https://youtu.be/i6SlYOaLVVk it uses a "squareness" factor and the face edge angle for it's decisions it can also reject concave polys too.
I'm not sure if I had this in the public release, but I've added 2 more options to my Object Placer tool. One being Array Along Edge. Which lets you array/clone objects along edges spaced evenly. The Second that I just added, being Align To Edge Direction, which is pictured below. It aligns each object to each edge chosen,…
Kept working a bit on this today. Shield pattern and shield base intensity are animated. It has a fractal texture with rotation and translation animated, also an sinus+noise texture on shield intensity. Oh and a plain white facing dependent color addition and of course animated colors... messy I know.…
some prototyping of a new geometry i need, it's a basic mesh disc that has a radius, number of points and number of segments (so number of sides would be points * segments) The idea is that it has a consistent face size across the mesh and the thinking behind the "points" and segments is I need it (in the future) to…
https://www.youtube.com/watch?v=dVNgGJZSqlk Moving over to 2.80, I've built an f2-like tool for 2.80 and did some improvements to it. It's about smart face creation. I'm doing a single vert selection at the beginning and merge 2 verts manually shortly after. Other than that, I just keep running the tool over and over again.
sorry if this is a bit nerdy boring routine nuts and bolts but it's what i'm working on :smiley: :neutral: raytracing kdtree optimizations tests with 100 * 100 plane being traversed by ray from the center out the dark shaded faces are all the nodes visited in the tree.... no optimization sort function 1 sort function 2 and…
CRYENGINE has no way to make text in game in the editor so I made a hacky little system using the python api they have in Sandbox. Works reasonably well. It's made using single designer objects mapped to a font face texture. So at the end you can merge the designer objects and export them as a cgf which will cut down on…
Don't have anything to read sorry. There isn't much math involved either. There's some vector stuff to get the per vert direction for the offset/chamfer. Then I'm basically just growing the outer faces based on the reach value. These get removed and I'm bridging the opening, which produces the triangles. Shading issues -…