Guide for creating custom prefabs

Despite of fact you can find 2 source scenes packed with plugin, those are just examples, YOU should be able to create your own source scenes easily!  here is quick guide:

 

Source Scene:

source scene is 3dsmax file that contains user prepared prefabs. Prefab can be any geometry (editmesh/editpoly) , there are only two basic rules for most of prefabs - standardized size, link to proper rectangle in source scene.

prefabs can have various dimensions, but size have to be unified (for example 5x5m for walls) - walls have to be square, sidewalls can be also rectangle. For proper work of script dimensions have to be filled properly in Scene metrics rectangle in source scene.

Source rectangle - prefabs must be linked to source rectangle, this is way how script recognize prefabs. For example walls prefab is linked to "WALL " rectangle

prefabs have to be flat (so they connect seamlessly together), but can have some protrusions in the middle

it`s recommended to name prefabs inside of source rectangles in alphabetical / numerical order. This will allow prefabs from various source nodes will fit together in proper order in case "Random walls" function is enabled




Default prefab - in case Random generation off, block is created from default prefabs. Those are defined by RED color (3ds max object color)

Pivot - all prefabs should have pivot positioned at bottom left with Y axis upward and X to the right. 

Note: In current beta version there Currently there are 2 exceptions of pivot placement - CORNER and TOP have pivos shifted in X axis. This will be fixed in future versions 


"element type" table:

1 - Wall        
2 - Bottom wall  
3 - Cornice          
4 - Corner wall 
5 - Roof 
6 - Chimneys 

Compound objects

"Compound" object is special object which consist from multiple pices that are virtually "connected" together. 

Where to use compound? Compound can be used for long objects different parts on top, on bottom and in the middle.. ideal example is gutter or ventilation pipe, but also various towers and so on.. 




how to setup compound :

setting up compounds is currently more complicated than standard prefab.. But i plan to simplify this in future..


1. compound consist from 3 source prefabs that have to be grouped by 3dsmax "Group".

2. Group is linked to source rectangle named "Pop_compound"

3. each prefab in group have settings in properties :

"pop_order = number".. number defines order of part in group, from bottom to top. (so thats mean 1 for bottom)

"ElementType = number" tells on what type of wall will be this compound child generated (see table at bottom)

"isGroup = true" "ObjType = roof" those are also properties that probably needs to be there (not sure, but it works)

Currently script support only vertical compound object (so its food for guters, towers, staircasses, pipes etc.)

Compound generation :

Compound object are generated 2 different ways..

  1. default - based on wall multiple selection. First Compound is generated at firse selected wall, last compound generated on last selected, rest of compound will fill selection in the middle

  2. by element type (Preferences / populate by element type) - compound is generated according appropriate wall "element index". (So if element index of compound fits wall element type. )

Source scene Contain camera and light (those are used for generating thumbs) and selection gizmo mesh.. You can experiment with changing those, but please don`t delete them as those are necessary to script properly working.

 

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Building generator |  author Milan Šaffek 2022
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