Loading video...

Video Failed to Load

Go Home

After hours of playing with mesh generation tools in #GodotEngine, I can generate platforms from 3D curves! That will come in handy for level editing. Next step, adding a way to control the side profile of the platform.

10,327 views • 1 year ago •via X (Twitter)

11 Comments

MRNO ONE's profile picture
MRNO ONE1 year ago

wow it looks so cool😊

ChatableApps's profile picture
ChatableApps1 year ago

Nice! Just remember, with great power comes great responsibility... and a lot of awkwardly shaped platforms!

Foyezes's profile picture
Foyezes1 year ago

can this be used for rocks with displacement maps and some geometry?

Nodragem's profile picture
Nodragem1 year ago

Atm the side wall geometry is made from a series of extrusions that follows a curve, so it would not have enough geometry to support a vertex displacement map. I might do some research to had rocks though.

PigeonPeak's profile picture
PigeonPeak1 year ago

Smart, nice work

Free & Libre Apps for Healthcare, Education's profile picture
Free & Libre Apps for Healthcare, Education1 year ago

Cool

Light's profile picture
Light1 year ago

Nice

chaak⁰⁰⁷ - tamil game dev's profile picture
chaak⁰⁰⁷ - tamil game dev1 year ago

I found a plugin that does something like this when I was inspired by alba... Imma get back to you if I can find that plugin again

Nodragem's profile picture
Nodragem1 year ago

was it GoShapes?

le kinj's profile picture
le kinj1 year ago

Would you please tell us how?

Nodragem's profile picture
Nodragem1 year ago

It is a bit too long to enter in here, but I might write a blogpost or open source the tool once I am done!

Related Videos

[NeurIPS '24] DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation Abstract (excerpt) We introduce DreamMesh4D, a novel framework that combines mesh representation with sparse-controlled deformation technique to generate high-quality 4D object from a monocular video. To overcome the limitation of classical texture representation, we bind Gaussian splats to the surface of the triangular mesh for differentiable optimization of both the texture and mesh vertices. In particular, DreamMesh4D begins with a coarse mesh provided by a single image based 3D generation method. Sparse points are then uniformly sampled across the surface of the mesh, and are used to build a deformation graph to drive the motion of the 3D object for the sake of computational efficiency and providing additional constraint. For each step, transformations of sparse control points are predicted using a deformation network, and the mesh vertices as well as the bound surface Gaussians are deformed via a geometric skinning algorithm. The skinning algorithm is a hybrid approach combining LBS (linear blending skinning) and DQS (dual-quaternion skinning), mitigating drawbacks associated with both approaches. The static surface Gaussians and mesh vertices as well as the dynamic deformation network are learned via reference view photometric loss, score distillation loss as well as other regularization losses in a two-stage manner. Extensive experiments demonstrate that our method outperforms prior video-to-4D generation methods in terms of rendering quality and spatial-temporal consistency.

MrNeRF

12,323 views • 1 year ago