You may not be interested to do so, it may be difficult but constructive solid geometry operations to cut out a chunk from one primitive using another would be really useful for customizing the mesh shapes.
Wonderful! Iāve already purchased the pack and put the half-pipe to good use. Iām glad you added saving to .asset too, because there is a conflict with another plug-in I use (Spline Bend), and it would crash Unity if I tried to add a spline to a PrimivesPro GameObject that had a mesh collider applied. Thankfully saving as .asset offered a workaround (you have to create PrimivePro ā apply the spline ā save mesh ā load mesh and add mesh collider).
Now, I wonder if itās possible to make a ramp using one of the primitives? Something like this:
Thank you!
Great to hear it works for you. I am not sure about the crash, I donāt have a Spline Bend plugin. Could you attach error log or console output, if it is possible?
For the ramp, I cannot see your attachment, the link is broken.
CSG is definitely an interesting topic. I would like to see it in the future version of my package. However I cannot promise when, for now I keep it in my TODO list with lower priority.
Sorry, here is the ramp:
http://www.3dkitbuilder.com/modelr/geopack/skatepark/ramp2.gif
As for the crash, I just tried it again and itās not crashing anymore. Yay! Iāll let you know if it rears its ugly head again.
I just read the documentation and came across this:
Can you possibly point me to such a shader? I prefer the flat shaded, face normals look for my game, but I canāt seem to find a shader that will produce it.
About the ramp, the closest looking primitive you can get is a Tube with inner radius set to 0 and high slice parameter. Try to play with those parameters, otherwise there is no such primitive. But I am now thinking about ācuttingā plane feature, where you will be able to cut any primitive in two pieces by a plane, that might help a lot.
I just quick looked over the forum and google and I havenāt found any āflatā shader for Unity. Everybody just duplicates vertices as I do. However I believe there is a way to do it, interesting information can be found for example here:
http://athile.net/library/blog/?p=970
But it requires a little bit more work and research.
Great !!!
You have added some very nice features.
I like the clever way to choose the UVmapping on the cube or the pyramid.
Thanks,
6R
Great release! Like the new features very much. Makes this asset a lot more usable.
Any insights in your TODO list? Iām curious about whatās next.
cheers
I am glad you like it.
For the next version I am thinking about plane cutting feature where you can cut any primitive by a plane into
two pieces. And after that maybe global deformation techniques.
Sounds good, Do you thought about some boolean operations?
I also saw that you reference Paul Bourke. On his site is a couple of more very interesting stuff. For example : http://paulbourke.net/geometry/superellipse/ (Donāt know if this is the same as the rounded cube, but itās amazing how much different geometry you get from one algorithm)
Global deformation is also fantastic, but in my opinion itās a topic that is already been coverd very well by Megafiers. Why reinvent(or copy) the wheel? The world need more Paul Bourke stuff
I agree, Paul Bourkeās website is an excellent resource. Yes, the super-ellipsoid is a superset of rounded cube and many other geometry objectsā¦
http://upload.wikimedia.org/wikipedia/commons/8/8a/Superellipsoid_collection.png
I was thinking about implementing super-ellipsoid before, then I realized it would be maybe too general for people and not so usable for game development with Unity. However, if you think itās a good idea I can do it :).
And for deformations and Megafiers, I havenāt tried it yet, but I guess you are right.
I donāt agreeā¦
All you can add to YOUR assets is great for old customers and to attract future customers.
Things can be similar but different.
Creation be with you !
6R
You forgot that unity is not only used for games!
I vote for super-ellipsoid !!!
Another feature that comes in my mind is more control over a sphere. So you could define the start and end of your angles (phi/theta). With this you could create slices of a sphere etc.
Possible bug? If I create a torus, it gets spawned with the name TorusPro and I can change all the settings. Good. But if I then rename the GameObject, the settings no longer have any effect. If I change the name back to TorusPro, they work again. Is this a known limitation?
Yes, it is a known limitation because I compare objects with a name. I can fix that in next version. But not sooner that 2 weeks, I will be offline next daysā¦
Playing around with different primitives I got some feature suggestions:
Triangle: subdivision (so you could better use it with a mesh deformer)
Circle,Ring,Torus: Slice parameter like the Tube has.
Torus: a cone angle to adjust the alignment of the cone.
That works for me! PrimitivesPro is fast becoming one of my favorite plug-ins. As someone who never took the time to learn a 3D modeling app, this is a really empowering toolset. Thanks for making it!
Just bought this Amazing Plugin. Wow. Fantastic work.
In the process of learning how to use the package.
I have 2 questions perhaps you can help with:
-
How to make box that is open inside. Would this work by using a 4-sided Tube?
Edit: Just tested a 4 sides tube, it works, but the UV on the top cap is a bit off. I think this is a simple fix and then Primitive Pro can support a 4 sided tube. Can you tell me where in the code I need to change to fix the UV. -
Is it possible to make something like the Frilly Paper shape of a cup cake. Cupcake - Wikipedia
Thanks.