3Ducttapes(); Yvo von Berg | CG Toolsmith blog | C++, Python

Unreal Engine components test C++

Building a prototype with rotating mesh components, without using spline components.

I’m using an anchor object to calculate the new normal.

Next step is to actually bend / deform the mesh.

Tycoon Spline C++ plugin experiments

Update to my first Unreal c++ plugin:

  1. Added directional buttons. Need to improve the tangent calculation of the new piece.
  2. Added height offset. Simply offsetting the new point.

Next:

  1. Calculate better 90 degree corners.
  2. Fix gimbal lock issue while doing loopings.

Unity Coaster testing C#

UnityCoaster Update 002:

- Fixed orientation issues with procedural mesh by using a 'extrude' object to calculate the position of the vertices.  Used extrude_object.TransformPoint(Vector3 vert_pos) to get the world space position of the extrude vertex and then Inversed that method using the transform of the procedural mesh.

- Made a seperate dockable Unity EditorWindow for the controls.
https://docs.unity3d.com/ScriptReference/EditorWindow.html

- Added auto selection after adding a new track piece.

Next:
- Make track pieces auto adjust/fit.
- Make sure all pieces are still editable.
- Add quick rotation buttons. (90 degree turns etc.)
- Create a more realistic rollercoaster mesh. (Including rails etc.)

Unity first tool C#

Started working on a Rollercoaster tool for Unity.

Basically started with generating the BezierCurve first. Solved the challenge of getting each segment of the curve to have a equal size. (So it doesn’t stretch segments). I’m using a similar technique described here: https://www.youtube.com/watch?v=o9RK6O2kOKo

Next step was to use the positional data from these segments to generate quads in between the start and end point of each segment. Found a cool method in the Unity API to convert a world space vector to local “Vertex” space: InverseTransformPoint(Vector3 point). The result of that is applied to the vertices of the new mesh.

Other Tycoon videos: https://www.youtube.com/watch?v=tguRxtjK61A

Snow shader stuff in UE4

Talked to a new artist at work today, he recognized my name from the snow shader I made for Unreal a while ago. That is pretty cool. :).

artstation