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Discussion in 'Assets and Asset Store' started by roryo, Jun 4, 2015.
It works just fine on unity 2019.2. and the dev is working on 2019.3 already ...do not know what you are talking about...this asset is great indeed!
[1.2.2] Terrain Stamper doesn't seem to be working in the 2019.3, and the Terrain Deformer puts the assets in the wrong position (way above the terrain, in my case)
I tried working in 2019.2+ and 2019.3. Objects have no markers and cannot be built. This is probably due to localization.
I am submitting a new version to the asset store tomorrow. V 1.2.3 fixes the SceneView issues with Unity 2019.2 and 2019.3 (though there are still UI issues with 2019.3).
A note about how this bug in Unity 2019.2 endured for a few months after it went live: AX came out with Unity 5.4. From then through Unity 2018+, there were few adjustments needed to AX to keep it in sync with Unity's evolution. However, from 2019.2 on, Unity has been altering its API significantly, which, I must admit, caught me a bit off guard. This means that I need to be a bit more proactive on testing AX in Unity alphas and betas. I am glad that Unity seems to be accelerating their development without worrying too much about legacy, but it will certainly mean more work for me! And yes, I am committed to AX development. It is a prime passion for me.
@danilonishimura - thank you so much for reporting these issues with 2019.3!
@photonic - thanks for this report! And you know I am a sucker for positive feedback!
Thanks for the answer. Your work is inspiring. Most programs go from small to big, and you go from big to small like a real artist.
@roryo is it possible to have multiple the objects in repeater instances? Say I have 3 variations of a wall and I want to (pseudo) randomly pick one and put in that section.
In houdini I could randomize based on the point index or local position so I can always generate the same output if I input the same values.
Not currently, but this would certainly be a great feature. Probably the simplest way to implement it would be to use a ShapeChanneler node as input to a repeater. I would just need to add some code to the repeaters to detect if a ShapeChanneler is the input and reach back to the ShapeChanneler's inputs. I already have a 3D Perlin noise controlling the Jitter tool for repeaters so I could probably use it to select an index for the input channel. You mentioned wall modules - perhaps the PlanRepeater should be the first to try this out on?
@roryo yes I use a PlanRepeater. I'm looking into the channeler, grouper and repeaters to try to understand how to write my own repeater with some level of randomization.
I am glad you are thinking of creating your own repeater! Have you seen this manual page? Its not that detailed, but hopefully can help get you started with custom node development. I am here to help fill in the blanks.
@roryo I did, but it seems way too superficial. Seeing the repeater code it's clear it tries to be intuitive, but it's actually quite complex due to the size of the class. It's a bit hard to map what goes where. Maybe with time I'll get that, but for now it just looks quite hard to understand.
Making some shape nodes inspired by mid-century "Googie" architecture.
Archimatix is causing a compatibility issue with the asset Doozy. Specifically, Archimatix has a class called NodeMenu that's not encapsulated by a namespace. Doozy has a class with the same name (which is encapsulated by a namespace). I need to start work on my UI but I'm not able to use Doozy and Archimatix at the same time. Every asset should be using namespaces to prevent this sort of stuff from happening.
When can I expect this to be fixed?
2 new undulating wave nodes:
SineWave – amplitude is constant.
SineWaveRamp – amplitude increases.
(same parameter values on both nodes for comparison)
scale is the shape's width in Unity units (meters). Adjusting scale preserves the relative curve.
amplitude height of the wave, relative to scale and segs.
radians is the number of times the wave crosses the horizon (peaks + valleys).
segs sets the smoothness of the curve.
AX 1.2.3 and up required
Thanks for this report, @Vartib! The fix is in. Submitting to the AssetStore now.
Awesome, thanks! As a heads up, the scripts CurvePoint and CurvePoint3D are throwing an error since they're missing a "using AXGeometry" declaration.
Is this in AX v. 1.2.3?
I am using a Grid Repeater with a boundary shape to place nodes.
However some of them overlap the edges, so I was wondering whether there is any way the bounding shape can have a margin of some kind to disallow shapes/(cubes) from overlapping the edge?
On the GridRepeater, under the Bounding Shape input, adjust the Offset.
Looks like I missed a lot of the fun -- I'm looking at placing many along the same plan... Is this possible without tons of nodes?
Seems like combining this with a WinWall approach would be really useful.
Also, I'm still wanting to easily do tile-ish layouts with AX, with cutouts for replacement ramp tiles at certain places in the plan shape (along a grid). -- A way to instance shapes of the same kind (and replace them later with an entirely different shape) like this is still top priority for me...
Awesome! thank you so much @wetcircuit
Thought I'd tried everything...
Hi @roryo I am back from holidays and the update with the plan placer is already in the store! I am so super happy! It works just perfect! Yes oh yes
Updated the SineWave and SineWaveRamp nodes with a new feature:
crenate – creates a scalloped half-wave where the amplitude is always positive
Hello Royro, thank you for working permanently to make Archimatix better. May I ask if there are already any news regarding the 3d curve? Is there perhaps a time window in which we can expect it? Thank you!
Also, what kind of ETA are we looking at for 2019.3 support, @roryo?
How do we make 2D sprites?
Does it create a sprite somewhere in the project? or, should I see a popup window?
Does the model need to face a certain axis?
ehh, maybe better to keep live AX nodes and use a render texture/canvas…?
Nice! By pure coincidence, I've been working on a cinematic project (which @roryo has seen at Unite and keeps pushing me to publish...but it's not ready yet!) in which I create a very similar dome structure to the one you have, only at what I believe is a larger scale (based on looking at the elevated tube platforms in your other image).
You (@wetcircuit) probably already know this (*), but for the benefit of others who might be new to Archimatix and working on large structures like this, I found that it is better to break the transparent part of the dome into multiple meshes, typically one for each wedge between the frame segments, to improve rendering performance. If you have enough subdivisions on the curved surface to make it appear smooth from a nearby camera, on a large structure it becomes an all-or-nothing proposition for occlusion culling. By breaking the dome into segments, the occlusion bake can allow selective culling if only part of the dome is in the camera frustum.
This may not matter for structures of the size @wetcircuit has, but my dome is a large sci-fi habitat enclosure about half a kilometer in diameter, and for that it emphatically made a difference to break it up. (Bottom line, as with most optimization processes, you have to try it both ways in your scene and measure the impact of the change.)
(*) With no false humility, I'll freely concede that @wetcircuit knows Archimatix far, far better than I do! I always learn something new from your posts, so please keep them coming.
Interesting -- I've not looked at the Mesh Output from this node. If it's producing a planar mesh, that might be a really interesting way to generate world-space UI elements for 3D scenes and for XR HUDs.
I am glad I waited a bit on trying to get the node graph elements to behave in Unity 2019.3, since it looks like the latest beta (2019.3.0b9) has fixed everything on its own! https://getyarn.io/yarn-clip/e8c395b0-86c9-4b51-a75e-0b50dfee98e8
I should remove that menu item. It was an exploration in have AX generate 2D Sprites, but its not ready for prime time.
I was rendering the word balloon mesh to it's own fx layer for camera culling...
but yeah, hologram shaders and fx, and UI panels… and defining areas and volumes… that should all be parametric.
OOooooh! Can't you give us some teaser pics?
2019.3beta is so stressful, everyone is freaking out.
I am ignoring its shenanigans until an official release… and then at least 1 update.
The time draws nearer. Soon I will be using archimatix and showing you all what it's truly capable of.
Figured out how to use an if conditional to switch to different turtle script:
When tension is negative, the molding type switches from ovolo to cove.
Curve is now always smoothed and no more "muffintop" when the molding turns inside-out.
It's actually explained on the AX manual pages under Conditional Block, but somehow I'd missed it…
new user here (day 2)
how can I vary the scale of a Section as it goes along a plan?
IE- turn this
AMAZING PLUGIN my life is completely changed already
I think you will want to create the shape as a "wall", in other words: flat with an extrude node.
Then you will warp the wall around a circle, using a plan deformer node.
you will need to add subdivision to the wall extrusion node, so it will have enough vertices to bend into a smooth ring.
The circle node has a circumference output value. You can use this value to help figure out the length of your wall shape.
Excellent - I will try just that and report back. thank you,
thank you, this method was successful.
Hi... Newbie Q.
How can I access runTimeHandles in the Game View ?
I need the player to be able to pulls handles about. ( not only in Unity's Scene view)
On the specific node, swing open HANDLES
click on the existing scene handle and toggle RUNTIME
Hi I've clicked the "runtime" check box on a node.... but still nothing viewable in the game view.
Are there any examples where at runtime in game view we actually see an exposed handle for editing ?
@wetcircuit posted some great stuff here on just that
That video is super helpful… thx heaps