Such a fantastic update! I'm so updating this now! :D Also I did this for anyone who wants it: 0:00 - Intro 0:46 - Demo map 1:03 - Multiple meshes 2:21 - Mesh order 4:30 - Randomization 6:42 - Matrix trash demo 8:22 - Continuous Deformation 8:52 - Deformation demo 9:15 - Axis inverting 9:50 - Inverting demo 11:31 - Mesh capping 12:12 - Mesh scaling 13:27 - Placement points 14:10 - Update Spline 14:34 - Instanced Static Meshes 15:10 - Performance 15:45 - Spline twists 16:15 - Outro
@AVieGuyStudios
3 ай бұрын
Glad you like the update! Thanks for providing chapters. I had some in the description in the initial post but youtube ignored them due to a formatting issue (I am guessing?) which is strange because it's the same format as my previous video. I have uploaded the format you have, and it works, so thank you for providing them. Your timestamps were better than the ones I had too. Thanks again, and hope you enjoy the update!
@visualdistortionvfx3859
2 ай бұрын
tank you so much for this tool, im having an issue: y try to import but unreal gives me a message "failed to import,, unknow file extension .uasset" im using unreal 5.4.2
@AVieGuyStudios
2 ай бұрын
@visualdistortionvfx3859 it should work in 5.4.2. Be sure to place it into your content folder directly and not any sub-folders, if that doesn't solve your issue or you already did that let me know I can help further (if you need further help, please explain your importing process so that I can advise next steps)
@vivegamespk
2 ай бұрын
Just more than fantastic. Will surely try this. Perfect and thanks
@mws_3d
2 ай бұрын
Thank you for this incredible tool!
@MarquesInteractive
3 ай бұрын
Your work is amazing man
@aomined7840
3 ай бұрын
its amazing, great job.
@drumandbassob0007
3 ай бұрын
Great stuff a comment to help the youtube algorithm
@DLVRYDRYVR
2 ай бұрын
Thx for the ex-SPLINE-nation 🤓
@dandan-mf4sr
10 күн бұрын
i will buy it
@AVieGuyStudios
10 күн бұрын
@@dandan-mf4sr I appreciate it, thank you
@RahhmiPoofs
3 ай бұрын
youtube just suggested this to me! Yeah!! WOOHOO!
@Nieverton69
3 ай бұрын
can you convert blender curves as splines? like, blender has an addon that takes information from the open streetmap and creates a 3d model of a terrain inside blender and, if it's a city, it puts the streets, rivers, and alternative paths up to the building if you have a "photoscan" version of the place, so let's say I wanted to make a map based on real life, which could have the streets of the city, would it be possible to do this with this addon? a way to import from the blender curves?
@AVieGuyStudios
3 ай бұрын
Saw your comment on discord, I'll update you there if I find a better tool suited for what you are trying to do
@buster5661
3 ай бұрын
Did you add nanite support
@AVieGuyStudios
3 ай бұрын
Unreal engine 5.4 is the only version that currently supports spline meshes being nanite, so this is something you should be able to enable in 5.4 and later versions
@buster5661
3 ай бұрын
@@AVieGuyStudios so it's automatic?
@AVieGuyStudios
3 ай бұрын
@buster5661 From how I understand it, if the static mesh you plug in to the spline is nanited then those meshes on the spline are nanite. At least that is my current understanding of how it is supposed to work. Should not have anything to do with the tool we released or any of its options. Nanite for splined meshes was something rolled out in 5.4 (with some limitations) there are only options/nodes to force nanite off in blueprints from what I can see right now
@buster5661
3 ай бұрын
@@AVieGuyStudios I'll call the pointer sisters
@Zielgerat-9
3 ай бұрын
But how does it affect optimization? If I splice 50 fence parts through this spline, will my CPU do 50 draw calls or as one call?
@AVieGuyStudios
3 ай бұрын
I'm glad you asked because I tried to make it clear in a small amount of time, but in retrospect, I could have spent an extra 10 seconds to make it clearer. The instanced blue wall had around 500 draw calls from both up close and far away. The new instances slightly increased the draw calls. But when using non-instanced, not only did the close version have a huge amount of draw calls, but backing away from a further distance made it have 4 times as many draw calls! If you were to splice your fence in 50 parts, it would depend on how many vertices the spliced and non spliced would have. I believe draw calls aren't per object but per vertex or triangle. Splicing would add some triangles where it used to be hollow in the middle so you can expect a few more draw calls (but probably a hardly noticeable amount). The blue wall I used in this video had a huge number of triangles and vertices just to emphasize the difference. I think it was subdivided in blender each way like 6 times. If you had an even slightly optimized mesh, the draw calls will probably be low enough where it won't be the thing bottlenecking your performance. Even in my scene with non-instanced it did not bottleneck my frames, but it could have if I had a worse cpu or was developing for mobile
@Createdbyvanish
2 ай бұрын
Also in modeling tools can convert it to a static mesh then enable nanite to help with performance
@EMNM66
3 ай бұрын
This is awesome will get it from the MP
@mootzartdev
3 ай бұрын
Will you keep updating the paid version ?
@AVieGuyStudios
3 ай бұрын
The paid and free version will always have the same blueprint functionality, but the paid version will have the demo map. This is the last planned feature update, but both free and paid will get updates for bug fixes or future engine versions when needed
@itsrabar
3 ай бұрын
can we animate? trim animation?
@AVieGuyStudios
3 ай бұрын
You could technically. You can change its value (of position, rotation, scale or whatever you need) and update from a different blueprint, which can give the appearance of animation. I wouldn't recommend it for real-time animation if your meshes have a lot of polygons. It would probably be a bit laggy. However, you could spawn meshes periodically and have it be animated normally using sequencer. Animating using deformation will probably be a lot more laggy than periodically placed meshes
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