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ARCHIMATIX PRO Node-based Parametric Modeling for Unity [Unity Awards Finalist]

Discussion in 'Assets and Asset Store' started by roryo, Jun 4, 2015.

  1. roryo

    roryo

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    *quotable testimonial alert!* Thanks for those kind words, @vrpostcard
     
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  2. wetcircuit

    wetcircuit

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    Yes! I gave up on a dome and just gave them a metal hat… LOL
    Screen-Shot-2016-05-11-at-11.04.jpg

    Lots to explore… But I haven't figured out railing, or the shapemerge tool….
    I'll hit your vimeo again in the morning….
     
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  3. roryo

    roryo

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    Dreamy!
     
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  4. roryo

    roryo

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    Speaking of dreamy... I am heading of to dreamland myself. Thanks to the Beta II team for a great first day! Amazing posts here and in the Unity Conversation boards of the five planets: Coruscant, Hoth, Degobah, Tatooine and Kessel. Having quickly outgrown this infrastructure, the beta community is now migrating to a system that has more efficient tools for communication and ticketing, with the promise that the team will help bring Archimatix to the polish that the version 1.0 release on the AssetStore deserves!
     
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  5. mangax

    mangax

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    From my yesterday experience.. usability is really amazing.. i figured how to use the tool fast.. (maybe bcz am familiar with shader forge :) )

    There can be little improvements here and there some small tweaks. The tool is really good enough!


    But if i would nominate one point for the tool to improve at.. like the only thing i mainly concerned about.. is the performance in manupilating the curves.

    It seems While mesh is active and trying to update it self to match curves new position.
    Currently it feels like am fighting with them to move them around. And this happens during using only 3 round rectangles with bevels that sometimes overlaping each other.. i have yet to start full throtteling the tool :D

    This is the only downside from my experience.
    So My suggestion is to add preference option in unity preference window. which have an option like update mesh (dynamic) or (x intervals) or on (mouse click up).

    A side note..personally i dont mind buying this tool at higher price tag compared to average pricing for the tools of same size/scale. As long as it helps you in hiring people to improve the tool. This tool is the next big thing for unity after the amazing tools such as shader forge or probuilder. And i want it to grow even more better :)
     
    Last edited: May 12, 2016
  6. roryo

    roryo

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    @mangax - thanks for that great testimonial! Per speed, one thing to check is that "Auto" is unchecked in the lighting panel, otherwise, the light mapper goes crazy trying to keep up with the meshes created with each slide of a parameter. Also, check the number of segments in your curves for both plan or section. It is not hard to go way too luxuriant on triangles wit AX. You can check the triangle stats in the node, or of course view with wireframe to see how dense the mesh is. So far people have been reporting how speedy AX is, even at PlanSweep, so I am wondering if we can figure out what is happening in your scene. Would you mind sharing it so I can run some diagnostics? BTW, have you sent me your email yet so I can invite you to the Slack site where the beta teams are reassembling? File sharing is pretty easy there.

    Now at some point a model may want to be huge in terms of triangles and so there should be either an option you can set to only create meshes when you let go of a handle, or perhaps an auto sensor which checks the framerate of a dragging operation and automatically reduces the builds per second.
     
  7. mangax

    mangax

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    i'll send you my email.
    btw have you tested your tool in unity 5.4.0b17 ?? am currently testing it on this version
     
  8. roryo

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    Thanks, I sent you the invite.

    I haven't tested at all in 5.4 :eek:
     
  9. wetcircuit

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    Screen Shot 2016-05-12 at 1.12.38 PM (2).png

    This is ridiculously addictive….

     
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  10. roryo

    roryo

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    Cloud city - very dreamy!
     
  11. elbows

    elbows

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    I've been pleasantly surprised by how, over the months of beta testing I've been treated to, I can't think of much in the way of 5.4-specific errors I've had to report to you. (I've been using both latest 5.3.x patches and latest 5.4 betas during testing)
     
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  12. roryo

    roryo

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    Hats off to the Archimatix Beta II Team (18 humans and one robot), who are doing an amazing job finding bugs, squashing bugs and indulging in a little world-building along the way!

    Archimatix 2016-05-14_09-19-22_AM.jpg
     
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  13. steveR

    steveR

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    Archimatix is a winner! A really cool asset! Having some fun with the beta
     
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  14. Voronoi

    Voronoi

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    Ethan is thinking maybe Kyle is somewhere in space.... Capture3.JPG Capture2.JPG


    Note: This is using 5.4b17 and several of the experimental Cinematic Effects. The results were actually better in real-time GI than anything I could get through baking!
     
    Last edited: May 14, 2016
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  15. roryo

    roryo

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    Move over, Kyle... there's a new kid in town!

    Fantastic, @Voronoi!
     
  16. puzzlekings

    puzzlekings

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    Archimatix is creating new possibilities while I'm beta testing.

    Here's a screenshot of an Alien Maze with a simple 2D repeater and some other nodes that I threw together. I can't fully explain what I did, but I like the result AXAlienMaze.png :)
     
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  17. steveR

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    On the road to Arch-imatix

     
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  18. roryo

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    I think Robot Kyle is liking his growing cadre of master builders!
     
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  19. steveR

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    Having a lot of fun with Archimatix - makes it easy.
     
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  20. steveR

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    This would fail architecture class, but it was fun to make it

     
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  21. vrpostcard

    vrpostcard

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    Trying out weird shapes with Archimatix. By linking parameters together I can control the size of the drains and make unlimited versions from the one 3D Object. It only took a matter of minutes to complete this task.



    screenshot018.jpg
     
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  22. roryo

    roryo

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  23. vrpostcard

    vrpostcard

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    Robot Kyle is getting ready to worship the all powerful Archimatix.


    Mayan Kyle.jpg
     
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  24. roryo

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    Awesome! Now you could feed this into a GridRepeater with X and Z jitter and displaced in the Y by Terrain ;)
     
  25. GMM

    GMM

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    I'm really looking forward to this asset, i would be happy to help you beta test it some more if you need any more testers :)
     
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  26. vrpostcard

    vrpostcard

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    Robot Kyle is preparing to flex his archimatix muscle. I have found that archimatix is also capable of modelling smaller, more mundane type objects.


    Kyle Weight.jpg
     
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  27. roryo

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    Looks like that bar has some good grips on it! I think we may want to spot Kyle here in case he has once again forgotten to reequip his deutronium energy cartridges... we all remember what happen last time that happened when he was facing off in the arena against the Minatour!
     
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  28. GMM

    GMM

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    Just got access to the beta, and it's awesome!

    Just a really fun and powerful utility to work with, this is a great asset for sure.

    In my first attempt at making something with the tool, Kyle somehow ended up in Greece.







     
  29. roryo

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    @GMM, that was some fast work! Good heavens! Or should I say, Good Olympus! Of course, now you have Robot Kyle thinking this temple is dedicated to him! But let's not pay cult to him, it will only encourage him.
     
    Last edited: May 19, 2016
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  30. GMM

    GMM

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    @roryo, but Kyle was already a god!





     
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  31. wetcircuit

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    Hahaha Kyle looks great!
     
  32. roryo

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    Yes, he's looking positively divine...:rolleyes:
     
  33. wetcircuit

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    Screen Shot 2016-05-18 at 2.58.31 PM.png Screen Shot 2016-05-18 at 2.57.42 PM.png
     
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  34. vrpostcard

    vrpostcard

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    I wanted to take a slightly different track with my tests with Archimatix. Instead of starting with a blank scene and building something, I wanted to start with an existing scene and then add and mix in Archimatix objects. The circular platform in these scenes was modeled in less than 10 minutes including the parametrics that control all aspects of the size and configuration of the platform. The landscape and spaceships where something I already had on hand. Archimatix fitted in perfectly.

    Wonder if I can build that space ship with Archimatix?....hmmm

    You may have to be a bit on the elderly side to get the reference...but robot Kyle looks right at home.
    base.jpg base 1.jpg
     
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  35. GMM

    GMM

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    Kyle continued his travels through the murky sewers.





     
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  36. roryo

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    As he paused momentarily to recharge his depleted capacitors, it started to dawn on Robot Kyle that, not only was he hopelessly lost, but... he just might be going around in circles...

    Excellent work @GMM !
     
  37. SAOTA

    SAOTA

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    I'm an architect and I'd also love to try this and post screenshots!
     
  38. wetcircuit

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    You know when you leave a test scene open too long and instead of building more architecture you start adding sand spiders…?

     
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  39. roryo

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    Mesmerizing! Very cool, @wetcircuit!

    When I leave a scene open too long, it seems a lot of bugs appear on their own! hehe
     
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  40. wetcircuit

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  41. Der_Kevin

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    wow!.. just.. wow!
     
  42. roryo

    roryo

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    Thanks, @Der_Kevin!
     
  43. Hitch42

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    The way you can easily cut shapes out of objects and move those empty spaces around inspired me to try making keys. Once I get the basic shapes down, it's easy to create variations. Not the most "architectural" use for Archimatix, but it was an interesting project.




     
    Last edited: Aug 1, 2017
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  44. roryo

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    Kyle has the keys for every door, he just doesn't know which ones they go to!

    Thanks, @Hitch42 - great example.
     
  45. jjuanber

    jjuanber

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    Parametric modeling + Unity3D. Great Idea and Job, Congratulations !!!!!

    I would like to play with it.

    Best Regards.
     
    Last edited: May 24, 2016
  46. roryo

    roryo

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  47. roryo

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    RadialRepeater is almost version 1.0 ready!

    Capto_Capture 2016-05-24_04-09-34_PM.jpg

    After RadialRepeater, PlanRepeater and freeForm Shape are the last big ticket items to finish up and then we are mostly just debugging our way to release in late June!
     
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  48. roryo

    roryo

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    This hut was model entirely in Unity with just 5 Archimatix nodes and in fewer minutes!
    Hut.jpg
     
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  49. roryo

    roryo

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    Not to be outdone by the RadialRepeater, the other circular node, the Lathe Mesher, is now sporting some shiny new Handles too!
    Archimatix 2016-05-25_11-33-05_AM.jpg
     
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  50. roryo

    roryo

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    With Lathe and RadialRepeater finished to v1.0 quality, now I can finish the Sky Platform tutorial (due out for beta testing this afternoon EST). Archimatix 2016-01-07_11-16-13_AM.jpg Archimatix 2016-01-07_11-31-15_AM.jpg

    The goal of the tutorial is that people can build their own Sky Platform like this in five minutes. ;)