Comments (9)
Right now the editor do not provide this kind of tool but it's an excellent idea!
To be sure, do you mean exactly "mesh editing vertex per vertex" ? Or something like a terrain editor with elevation etc.? like this: https://discourse-cdn-sjc1.com/standard4/uploads/atomicgameengine/original/1X/fac59c79defb83e4eb9da3fdda397610e7350c2e.jpg
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Can you share a link of your work you have already done? :)
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Yes, you were correct. Mesh Editor: vertex by vertex. The babylonJS code is not all that advanced. But it could work well with what you have developed. Here is a link to the discussion thread:
http://www.html5gamedevs.com/topic/34397-solved-mesh-editor-edit-ribbon-vertices/?page=2
code is at the very end. :) I see there are other ways to edit, and the terrain elevation idea is gr8 too.
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Just took a look on blender and 3ds Max, it looks like they already provide all the tools you need (terrain editor, height map generation etc), including vertices manipulations of course
I suggest to develop an extension you can use to fit your needs, letβs start the base of the extension and let you pull request :)
For my information, why do you need to manipulate vertices directly with in a Babylon scene ?
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Yes, good to follow thank you for asking. Situation is unusual. A single curvy hidden physics ribbon. Which covers the blender and babylon's. : ) The initial trial worked well. There was also a surprise. "Creative-Mode". And edit-interface opportunities are at least as large as... some other editors. :)
I do need to review terrainBuilders.... the elevation-painter? lost that link... need to look again.
Thank you., I will be in touch over months. Off in Node, Electron, and PayPal - then I'll be back.
This editor is great. So I share findings to you, for your interest / expertise. Simple mesh editing... at run-time, has hidden potential... : )
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One other small thing, edited run-time ribbons easily saved/loaded in json... as you probably know. Edit persistence through console into data = [] in .js. But it would also traverse well in services. The test ribbon had 15,000 edit nodes, and did ok. : )
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@netcinematics have you though about this feature?
Do you plan to add it into the editor? The plugins system looks now ready to welcome your :)
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I plan to return to this yes. At the moment, into Electron Apps. Need to push to Steam. Then link up NodeJS Update Server. Then... back to fun stuff. UPDATE: did research into RoBlox Studio. They have a pretty awesome and full-featured mesh editor (different context).
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Analysed and will not be available in the editor has 3D modeler have more powerful tools to edit meshes
Thanks for the idea! :)
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Related Issues (20)
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