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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. wetcircuit

    wetcircuit

    Joined:
    Jul 17, 2012
    Posts:
    1,409
    I think that's just the vertices/polygons. Unity creates triangulated meshes. the 'frame' could not be made of quads (afaik)... ;)

    From your screen grabs it looks like you need to check your 2D cutout shapes, some have geometry in the middle where there should be none. Try de-activating each mesh to be sure nothing is overlapping.

    Screen Shot 2023-05-16 at 3.12.58 PM.png

    You can use other mesh edit tools in Unity to combine the 3 meshes into 1 meshrender object with multiple materials, but it is cosmetic. Unity still knows it is 3 meshes and can always un-combine them by material.

    AX groupers have a COMBINE MESH option, but it will combine only meshes that share materials (in otherwords, you could combine these meshes by routing them through an AX Grouper node, but the end result will still be as many meashes as there are materials).


    EDIT:
    I can't see a problem with the 2nd screengrab… but I can't quite see all the mesh node thumbnails...
     
    Last edited: May 16, 2023
  2. giantkilleroverunity3d

    giantkilleroverunity3d

    Joined:
    Feb 28, 2014
    Posts:
    383
    Give the included objects the same material. Use ExportToOBJ asset. You will get one obj for each material as long as they are in the same grouper.
    upload_2023-5-16_16-38-51.png
     
    wetcircuit likes this.
  3. Funtyx

    Funtyx

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    May 3, 2017
    Posts:
    29
    Is it possible to convert Archimatix to code. Your plugin is great but I don't want it to be in the project for a long time as it's a small task and I was wondering if it's possible to convert your file from a library to code? Is it possible?
     
  4. MikeChr

    MikeChr

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    Feb 2, 2018
    Posts:
    43
    Hello. I would like the generated object hierarchy generated by stamp or prefab to include custom components that I configure. For example, I would like each of the GameObjects replicated by a RadialRepeater to contain a ScriptMachine and other custom components specific to my application. Any suggestions? Thanks!
     
  5. wetcircuit

    wetcircuit

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    Jul 17, 2012
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    AX meshes can have a 'prototype' attached. Create an empty gameobject with your component scripts and save to the project as if it were a prefab. Add this 'prototype' to the mesh node in the inspector, and the mesh will generate with those components on the resulting gameobject.

    Screenshot 2023-06-06 at 7.50.26 AM.png

    Another method would be to set a tag on the mesh (under Name_Flag_Tags_&_Layers) and create a scene manager that finds the meshes by tag and does the magic.
     
    chelnok, MikeChr and Dr_Evanzan like this.
  6. MikeChr

    MikeChr

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    Feb 2, 2018
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    Thanks for the reply. Both of these suggestions will work great.
     
    wetcircuit likes this.
  7. wetcircuit

    wetcircuit

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    Anyone who tried to join the Discord and got kicked off....Rory put a new invite on the Asset Store that doesn't expire. ;)
    There's also an invite at the community.archimatix website (link in my sig)
     
    MikeChr and Dr_Evanzan like this.
  8. wetcircuit

    wetcircuit

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  9. andybak

    andybak

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    Jan 14, 2017
    Posts:
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    As someone that is wishing they could migrate their community off of Discord (it kills searchability, discoverability and locks a ton of community knowledge somewhere it can't be easily found) - can I at least suggest you implement some kind of web archive?

    We use https://www.answeroverflow.com/ but it does require you use either forums or threads for anything you want to keep.
     
  10. Thinking3D

    Thinking3D

    Joined:
    Oct 15, 2014
    Posts:
    4
    hello everyone, i have a problem to save 2d shape into the Library. When I use the saved shape this is different from the original, can you tell me what's wrong?
    Thank you at all
    2023-07-11.png