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A Suggestion #3
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I was going to try adding the collision shapes in a future update, but I'll need to study up how Godot makes its collision shapes under the hood. If I get the time I'll definitely try to add it in a future version. As for presets for the extrude, that's also possible. I'm not sure if it would be better as a separate node or just another set of properties for the presets. I'm also not sure about how to approach scaling along paths. I could throw in an extra curve property that is sampled from 0 to 1 according to the offset on the Path3D, but that might feel unintuitive. I could also store a scale vector that resizes to match the number of points on the Path3D, but I think you'd lose the fine grain control. Let me know what you think. Right now there's no way to intuitively edit extra data thats stored on the points of the Path3D. |
Thanks for answering so fast. |
I think that's a pretty good idea. I'll try implementing it to see if it works. |
Hey I implemented the collision shape generation. I haven't updated the releases or the asset library page yet since I'm working on the extrusion presets, but if you download the main branch zip here, it should contain the ability to make collision shapes. You'll have to enable the PathMesh3D plugin in your project settings, as it will add a button to do so just like the button for MeshInstance3D. |
I've also added the preset profiles to You can find all this in the v1.1.0 release. |
Great! I'll take a look |
I tested it here, it's looking pretty good and easy to use!
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i thinks it stops drawing when i change the in and out of the path. |
@lucasthomaz97 does restarting the editor solve any issues? Can you paste a screenshot or a zip file of the plugin.gd file that is generating the error? Maybe it is somehow an older version that had an issue. |
I opened godot today and the error just disappeared, it seems like it just needs a restart. |
Ok that's great. I know plugins and gdextension are sometimes a little buggy. When I find some time I'll try to rework the normals and UV mapping. I'll also start experimenting with adding modifiers for scale, rotation, etc. |
If you enable smooth, that should mostly go away. I think it's an error with the normal calculations at the seam of the circle. I'll see if I can rework that to make it better. |
@lucasthomaz97 I updated the plugin to v1.2, which corrected the generation of normals for |
This addon can be pretty useful, there's some stuff missing for me to use in my game:
Take a look on what i have done for the CSGPolygon
BetterCSGPolygonToPath3D.zip
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