Mesh scaling
Asset importing is obviously going to be a very important step for Crayta, but I'm actually much more interested in an integrated environment that also allows me to create all the assets. Until either of those things is figured out I believe there is some (relatively) low hanging fruit to be picked by allowing creators to scale meshes, both voxel meshes and regular asset meshes.
Obviously scaling regular meshes will allow people to reuse them in different ways according to their needs. Like a tiny toy plane or a giant tree. Scaling voxel meshes will allow people to create their own assets as voxels and then scale them down or up to the size they need. For example, I could grab THE BABY and scale it down to actual baby size and have a somewhat highly detailed asset. It would also allow me to create voxel guns, armour, etc, and scale them down so they can be gripped by the player. Of course, if performance and resources become an issue you could limit the scale factor.
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I love this idea. It's definitely a great stop-gap for asset importing, but it'll appeal even to people who don't have experience or access to asset creation tools. It really fits with the goals of the game as being an approachable system. It might have some performance impacts, but that's a risk for every feature.
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As soon as I started creating my game I realized I couldn't change the size of a mesh and instantly wanted this feature.
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I totally agree with this being low hanging fruit that can be easily implemented.
I want to recreate Hogwarts, but with the current assets, I think the quality of a release would be subpar (for me anyway).
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I'd love to see this feature in Crayta, definitely to upvote!
I hope they also give us some more meshes in the meanwhile: https://support.crayta.com/hc/en-us/community/posts/360012710397-More-Meshes-more-variety2 -
Crayter, the Unreal engine already has character scaling as a built-in for all objects. All this requires is adding a default property to meshes that links to that UE4 property behind the scenes. This is not a huge tool, or a long term only concept. This feature request was submitted specifically because it's a tiny ask compared to most, even added animations. The adding mesh variety is an artwork request, so it wouldn't be the same person anyways, making this not a blocking request.
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@Aether You're right man, i confused this topic with another one I read about editing and creation of meshes, i was clearly referring to it, not to mesh scaling, sorry for the misunderstanding.
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I mean you never said that they weren't going to impact each other. You said:
> My feature request of adding some more meshes clearly stick more with the minimum effort maximum output principle and it's best suited to be a short term feature to implement.
and said (before you deleted it):
> The only thing I fear is that such a tool it's a bit huge to see it soon :(
I don't see why I need to "mind" that you didn't explicitly use the word blocking. You suggested resources should be put to your thing first, and then came here to post saying this would take too long. I think that's exactly the functional concept behind a "blocking" task. I get that you misunderstood what this post was, but saying I need to "mind" what you said comes across sassy.
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Sorry, I deleted the second half of the comment to not bring mess here, I cut-copied everything under your other comment there.
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