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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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    Yes!
     
  2. Whippets

    Whippets

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    How goes the prep for the first release?
     
  3. KingfisherWyvernStudio

    KingfisherWyvernStudio

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    Are you looking forward to the first release as much as I am? :D I see so much new options for my game!
     
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  4. roryo

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    I think we can measure it in days rather than weeks now :)
     
  5. KingfisherWyvernStudio

    KingfisherWyvernStudio

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    Whoho!!!!!! That is great news!!!
     
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  6. roryo

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    Based on the productivity of a tangential and somewhat recreational coding binge on a flight from San Francisco to New York today, looks like FreeFormCurve will also be included in the first release:

    BezierCurve.gif
     
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  7. kdgalla

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    At a cursory glance, this appears to be some sort of magical software that makes all your dreams come true. I can't wait to see it in the Asset Store.

    I can just imagine that shortly Steam Greenlight will be flooded with abstract-architecture walking simulators.:p
     
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  8. Whippets

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    It seems to make Myst series architecture almost effortlessly
     
  9. KingfisherWyvernStudio

    KingfisherWyvernStudio

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    You happen to have a screenshot? Curious minds love to see :D
     
  10. roryo

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    Ha! But I didn't specify whether the number of days has triple digits in it! :eek:

    Currently still working on the FreeFormCurve node. Originally not planned for the initial release, but the bulk of it hogged out in a free-form Saturday. But of course it needs several days to clean up the mess made that first day!

    Archimatix 2016-10-18_12-55-42_AM.jpg Archimatix 2016-10-18_10-48-18_AM.jpg Archimatix 2016-10-18_10-49-49_AM.jpg Archimatix 2016-10-18_03-37-45_PM.jpg Archimatix 2016-10-18_03-41-19_PM.jpg
     
  11. wetcircuit

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    WOW! Freeform can look very organic….
     
  12. KingfisherWyvernStudio

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    It certainly can! I suddenly see possibilities for tree houses and ships and..... okay, I'm getting ahead here :D
    No, no..... no.../*shakes head*/
    That's three digits with a comma/dot in it, right? Like 5 1/2 (10.5 in US style, 10,5 in European style) :p

    It's looking better and better! /* looks over
    @roryo 's shoulder and says: Yep, it surely seems ready for release! */
     
  13. roryo

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    Almost done with FreeFormCurve! Once that's settled, we can REALLY call it feature complete ;)
    Archimatix 2016-10-21_05-54-08_PM.jpg
     
  14. KingfisherWyvernStudio

    KingfisherWyvernStudio

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    That is looking great!
     
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  15. mons00n

    mons00n

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    Sorry if this was covered somewhere, but will this plugin be supported on OSX as well as Windows?
     
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  16. roryo

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    Yes - I am developing it on my Macs! :)

    It is written entirely in c# so it should run anywhere the unity editor runs! It has been tested so far in OS X and Windows.
     
  17. roryo

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    As FreeFormCurve comes on line, Robot Kyle is starting to worry that Archimatix might be getting downright dangerous!

    Archimatix 2016-10-22_06-03-42_PM.jpg

    What started as a Saturday FreeFormCurve project (egged on by none other than the notorious beta slinger @steveR) has predictably turned into a week-long workflow fine-tuning gig. Just today, I added grid snapping. In this example, the knots are just single points. Now to enable converting points to Bezier controls...

    GunSnapping.gif
     
    Last edited: Oct 22, 2016
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  18. Whippets

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  19. roryo

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    Now you can convert points to Bezier controls in the FreeFormCurve...
    FreeFormBuilding.gif
     
  20. roryo

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    As always with Archimatix development, the key is to stop playing and get coding! Back to work, me!

    Vase.gif
     
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  21. Whippets

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    If you got together with Cobus @S4G4N You could make building creators with exteriors and interiors :)
     
  22. KingfisherWyvernStudio

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    Now that would be a perfect combination! I like his designs so much! Now deciding which one I'm gonna buy first once I've got the basics of my server program figured out :)

    I love the freeform! So..... Organic things are now in, like Trees and such? With the example of the gun and the vase that sure seems possible now :) Nice!
     
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  23. roryo

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    Almost done with FreeCurve!

    FreeCurveBUILDING.gif
     
  24. DevMember

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    Every time fascinating when I come to visit your thread *_*
     
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  25. roryo

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    Thanks, @DevInteractive!
     
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  26. roryo

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    With predictable delays in the release of Archimatix, Robot Kyle feels compelled to play the blues... if he could just remember some of the chords. It doesn't help that this piano was modeled in just a few minutes right in the Unity editor, and has no flats or sharps in the keyboard. Kyle laments, "I guess its all about FreeFromCurve these days..."

    Voila_Capture 2016-10-24_07-50-03_PM.jpg


    Thinking this will make a good tutorial for learning FreeFormCurve.

    Piano2.gif

    Piano.gif

    Voila_Capture 2016-10-24_09-21-52_PM.jpg
     
    Last edited: Oct 25, 2016
  27. neoshaman

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    Well there is no technology here, it's magic, pure magic! I SWEAR!

    How long to make the keyboard with the repeater?
     
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  28. roryo

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    I guess it would be one LinearRepeater with 3 flats and a PairRepeater for 2, then they are Grouped and the Group is LinearRepeated while its length is related to the width of the piano. That way, if you made the piano narrower, it would have fewer octaves, like a harpsichord... Or maybe it would be better to use a texture!
     
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  29. chingwa

    chingwa

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    Not sure how I missed this massive 16-page thread until now, but this looks AMAZING! If you tell me that these mesh objects can be exported from Unity as .obj then my head will explode. For the record, I hope my head explodes.
     
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  30. neoshaman

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    They are mesh, if you have a .obj exporter you can export, I don't know if there is any native exporter to Archimatix
     
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  31. roryo

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    Thanks, @chingwa!

    @neoshaman is correct, Archimatix does not yet have a builtin obj exporter, but this is planned. However, from Archimatix, you can create a "stamped" GameObject hierarchy and/or create a standard Unity prefab. Both stamped models and Prefabs created by Archimatix are completely independent of Archimatix (i. e., Archimatix could be removed from the project folder and they will still work). The meshes of the Prefab are stored in the Unity AssetDatabase and will behave like any other mesh from any source. So you should be able to use any obj exporter, to take the models out of Unity.
     
  32. KingfisherWyvernStudio

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    Is this planned in the first release or a later one?

    Will you have a (small) tutorial on how do you do that within/from Archimatix?

    The freeformcurve looks very promising :)
     
  33. roryo

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    Hi @Sheriziya, the exporter will be in a later version. Here is a short tutorial video showing how stamping works:
     
  34. KingfisherWyvernStudio

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    Ah, Archimatix will really be packed with features, now and in future releases, I see :)

    Nice tutorial on the stamping :) Will you do a tutorial on the prefab as well for the first release?

    I'm absolutely looking forward to using Archimatix!
     
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  35. pixelsteam

    pixelsteam

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    Mega brain-frying Kyle Chaos!!! Any idea on when this will go to the asset store...really need this for my project going to Kickstarter mid December ;)
    Incredible work..really inspired!!!
     
    Last edited: Nov 4, 2016
  36. roryo

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    Thanks, @pixelsteam! Archimatix should be posted to the store in a couple of weeks!
     
  37. roryo

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    Working on tutorials. Here is the latest for the new FreeCurve node:

     
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  38. KingfisherWyvernStudio

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    A couple is two, right? :D
    Anyway, no pressure, just looking forward to this very much!
    That's looking great! I've just downloaded all the videos you have on vimeo about Archimatix. Great to have them as sources :)
     
    Last edited: Nov 4, 2016
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  39. neoshaman

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    Just a quick silly question, please ignore if that does not make sense to you!
    Can we drive the node generation and set up entirely through code without going through the editor?
     
  40. roryo

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    Do you mean in runtime, or editor scripting?
     
  41. neoshaman

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    Runtime but why not both? :D
     
  42. pixelsteam

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    How is the submission to the Asset Store going ;)
     
  43. roryo

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    Working on the Quick Start Guide as we speak!
    Voila_Capture 2016-11-12_05-50-08_PM.jpg
     
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  44. roryo

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    Page 2!

    Voila_Capture 2016-11-12_08-06-39_PM.jpg
     
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  45. Hitch42

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    That looks great, just the style of documentation that I find very useful and appealing. Let us know if you want help "testing" it. I'd love to go over it and see if everything is clear to someone just starting out.
     
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  46. roryo

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    Thanks, @Hitch42! You still have access to the slack site, right?
     
  47. Hitch42

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    I do. I didn't see anything there. Unfortunately, "real life" has gotten in the way of me being able to dive into Unity for a while, but I'm going to try and make some more time for it.
     
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  48. KingfisherWyvernStudio

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    Yay! Quick start guide! Now we're getting close :) If you need help testing this guide, I'd be more than willing to help you. I don't have any experience yet in parametric modeling, but maybe that's even a plus for testing your guide :D
     
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  49. roryo

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    Despite prepping for release, Kyle thought he could steal a few moments to take in a sunset from his deep sea platform.
    Voila_Capture 2016-11-13_06-12-16_PM.jpg
    LOL - as I was working on page 3, I realized I needed to buff a few things up. This is what I created while doing that.
     
  50. roryo

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    Making a few stairs for the library to be included with initial release. And of course I needed to add some molding profiles to the Shape library.

    Molding.gif
    Voila_Capture 2016-11-14_11-16-04_AM.jpg Voila_Capture 2016-11-14_11-19-05_AM.jpg