Structure Tool

This Structure Generator is the capstone project of the Vertex School bootcamp in technical art.
Using only instances, it converts world-selected actors into platforms and bridges as a collection of reference points for in-engine assets.
The data of the in-engine assets is created through a Editor Utility Widget that converts a folder's actors into a JSON dictionary that the HDA parses to create both the reference points and visual proxy geometry used in optional simulational features.
Features:
• Switch between project assets or example/placeholder geometry.
• Structure type dynamically changes based on dimensions of world-actor (low height = bridge structure)
• Direct the look of structures through several spatial noises and seeds.
• Add connective geometry between world actors using generated rope geometry, or as chains made from instanced chainlinks.
• Toggle a per-instance volumetric noise attribute to drive material parameters.
Assets used for demonstrations are located on Fab: https://fab.com/s/4747f797ed1a https://fab.com/s/9bc84039d61c https://fab.com/s/1a113d79318c and https://fab.com/s/38153995a516

Tool Process: World input -> Asset Instancing -> Simulated Details

From in-engine blockout actors to in-engine instances.

From in-engine blockout actors to in-engine instances.

The tool requires two inputs: a selection of world-selected actors, and JSON files that carry the asset data.

The tool requires two inputs: a selection of world-selected actors, and JSON files that carry the asset data.

Real-time demonstration of the tool inside the editor.

HDA breakdown.

HDA breakdown.

A custom Editor Utility Widget creates asset-family JSON files from a single item in a folder.

A custom Editor Utility Widget creates asset-family JSON files from a single item in a folder.

Scripting selects and adjusts the asset point references based on piece sizes, spatial noises and source dimensions.

From world-selected actors, a collection of asset reference points are generated.

From world-selected actors, a collection of asset reference points are generated.

The end result is a collection of asset reference points that update instantly depending on construction assets or the source world actor.