Very impressive work. I wonder if there is somthing in ue thats like breakable hinge joins in unity. In unity the hingejoins can be created from code and are breakable. Something like the bridge broken in the middle, would that possible with some tool in ue?
WoW! I am just a hobbyist not a game developer but this is going to be my first purchase from the marketplace. Probably followed by your dynamic tree and plant generator :-) Awesome work
when we upload our products on Unreal market, Epic can steal it, and remake it better. but they don''t need do that. We have a place for creating and selling our creative products.
You just made detailing my stage a lot easier. Thanks!!! I might end up mentioning you during one of my virtual stage walkthroughs when they come out in 2019
Hey man, this looks absolutely amazing. I'm definitely considering picking this up, but I'm having a hard time justifying the price without knowing how useful this would be for custom meshes. The assets you're using in your video aren't going to fit every kind of game and this plugin would quickly become useless without the ability to use different assets. Could you post some documentation about how you're generating these meshes along the spline and what the workflow/limitations would be for adding unique meshes or a custom variant of the vines or bridges? Thanks!
Nicholas Kippes Thanks! You can definitely use your custom meshes with the generator. In the 5th screenshot on Marketplace page you can see an example mesh sections used for default bridge generation. For every generated asset you can assign 3 'modular' mesh sections: Start, middle & end - these sections will be placed along generated spline and they will deform with it, based on spline tangents. You can also place any mesh along generated spline with desired scale, rotation, amount, etc. without tangent deformation (just like the monkey head example in the video). All the generation properties are explained in documentation levels, on working examples. TL;DR version: The default included meshes serve as an example & starting point - and you can replace them with anything you want :) If you have any other questions, I'll be pleased to help.
That's excellent. Great to know that it's open for use with custom meshes. I figured it was the case, but needed to know for sure. Thanks for the reply!
Damn I wish I had some spare money for this. This seems like one of the most helpful tools besides LAM... Also wish there was a way of making it myself... Sir you'll have my money as soon as I have some :D
I want to see a video of the cloth spline used in an actual, relatively dense level. It works well on top of easy primitives but it gets really messy/unpredictable really fast. Was looking forward to using it to drape between large building structures
I also was Unity user, great thing and great memories when I've learned some gamedev basics back then ('yay, I can create living worlds now!' - me, controlling a cube and being chased by 3 spheres on empty level) :D ... Thanks man!
Great plugin, I wish it was possible to edit the spline manually to be able to draw hedges and fences for example. This doesn't seem to be the case right now :)
Thanks! The tool is designed to generate static mesh assets - to animate them, it's always possible to export generated mesh into your 3D app and create a skeletal/vertex animation for this kind of effects. But... I'll tinker with it and see if I can make a separate blueprint logic for animating generated vines... Well, looks like you just have provided me with an additional all-nighter :D
Have you gotten this functionality working yet? We want to use the tool regardless, but being able to animate via sequencer would be next level. Thanks for your work, very awesome!
I've tried with different approaches, but it's impossible without some C++ modifications and more advanced logic, and this project is 100% blueprint-based... Even with C++, I'm not sure if this could be implemented, taking into account the way the system is built. Thank you!
man this is amazing i cant describe how amazing it is what language did you use blueprintrs or coding to make this i want to learn this will help me so much please tell me man :D
This is fantastic. I assume this is done through construction script? Would you be interesting in doing a basic tutorial for how you handled making the splines respond to mesh geometry?
when I place a Ivy BP, any idea why it seems to take a lot of adjusting to get full cover? usually it just clumps in small patch unless perfectly on a corner edge.
Not sure, that depends on geometry of your level - could you please contact me on the support email (it can be found on my Marketplace profile) with some screenshot that shows the problem? I'll investigate it and help you from there since it's more convenient than RUclips comments. Thank you!
May I ask you if the splines can be affected by wind system built in Ue4, simulating swinging and hanging animation? Btw insane blueprint, awesome! Thanks
I'm a total noob, but I think that's not the best way to implement wind movement, as that would require re-instating the meshes which are based off of the spline. I think the wind effect would be best added on the generated meshes and their materials, not the spline itself. And yes, I'm aware of the fact your comment is a year old :D but I guess there are still people running across it here :)
I notice the rope is straight in the examples. Are you able to bend the ropes like you can with splines in 3DS Max? So that I can model a bunch of wires and cables in a level?
Yes, you can adjust any preset to make it more curved, add irregularities, etc. You can also use any preset with the automatic bridge feature, to generate e.g. some cables hanging between buildings. I don't know the 3DS Max spline features since I use Blender, but please note that this tool is designed for automatic preset generation, not for hand-editing. Cheers!
10/10 Looks fantastic, is there anyway to "detach" splines at run time? IE I would like to make a destructible bridge where one side collapses (becomes detached)
Yes, you can use any custom mesh you want - a modular road section should work too. It will deform just like spline mesh placed on regular UE spline system, along with its texture. The only problem with roads/tracks with this generator is that they won't tilt much (this caused the 'popular' UE bug with twisting splines) with terrain and they'll require some cleaning after generating. For example, here I've made a test tunnel with the generator: goo.gl/H19lvm - any overlapping terrain (white parts) just needs to be cleaned with UE landscape tool.
Thanks! It's possible to spawn surface-aligning assets at runtime, but by default the generator is not designed to do any physics simulation & animation out of the box - it's also recommended to convert generated assets into static meshes ( 4:14 ) to achieve good performance (less drawcalls). For something like a whip weapon, probably NVIDIA Flex would help.
Thanks for the quick reply. Even if I cannot turn it into a whip, it's still plenty of awesome with a lot of applications. Definitely going to try and get this.
A bit new to UE4. Anyone know how you pipe your own custom assets into this generator? Would love to know more about the workflow. Does everything get compiled into a unique mesh actor or is it just a bunch of separate actors?
It should receive shadows without problems, do you use dynamic lighting or baked static lights? There was an UE bug that causes some lightmaps to not bake properly (basically the mesh target lightmap index needed to be changed from 1 to 2 IIRC), but if that's the case then please let me know through support email, it's much more convenient to provide support this way. Thanks!
No, it's my own algorithm available only on my puny hand-written crumpled notes (and of course inside Blueprints in the project) :) I see that this channel is really interesting, but there are a lot of videos... Which one are you referring to? Cheers!
Yes, you can use any custom mesh & materials you want. If you want to change the material on the default included rope, just assign your material to the Meshes\StemCore\'Rope_...' meshes. Thank you!
Thanks, just drag & drop a preset and tweak parameters to your liking :) There are documentation levels included, they explain every feature on working examples.
Yes, after generating you can convert it to a static mesh (it's shown at 4:15 ) - so just like with regular static meshes, it all depends on poly count of used meshes and complexity of generated mesh. No other performance hits besides that :)
I work on UE4 and last used Unity a few years ago, so I'm afraid I don't have enough knowledge & time to produce on both engines... So I don't have any plans for that, sorry.
I work on UE4, and last used Unity a few years ago, so I'm afraid I don't have enough knowledge/time to produce on both engines... So I don't have any plans for that, sorry.
I'm glad that you like it, but I can't PM you because you don't have any contact info :) Anyway, I would recommend waiting a little for official release, it's currently under review process on Epic side. Getting this from Marketplace will save a lot of hassle with any future updates, hotfixes, compatibility, etc.
Unless you are using it to do something along the lines of laying roads, as in a city maker program, or for generally static scenery in and interactive game, I don't see this being as useful as it looks. That does NOT mean useless, laying vines and rope bridges, loose cables, and modeling springs, cable spools, nets, and the like will be loads easier.
DISCORD: discord.gg/qWHeGuNbXh
Well done. Excited to try this!
Thank you!
I love u
Thank you for all the feedback, really appreciated!
Very impressive work. I wonder if there is somthing in ue thats like breakable hinge joins in unity. In unity the hingejoins can be created from code and are breakable. Something like the bridge broken in the middle, would that possible with some tool in ue?
WoW! I am just a hobbyist not a game developer but this is going to be my first purchase from the marketplace. Probably followed by your dynamic tree and plant generator :-) Awesome work
I know sorcery when I see it!
Epic will purchase this and integrate it natively soon I bet. Neato stuff :)
when we upload our products on Unreal market, Epic can steal it, and remake it better. but they don''t need do that. We have a place for creating and selling our creative products.
You just made detailing my stage a lot easier. Thanks!!! I might end up mentioning you during one of my virtual stage walkthroughs when they come out in 2019
How's your game?
This is some pro level shit
The impossible became possible. I love it, when that happens in game design.
this is the best asset I have seen on the market by far, very nice
I bought it last year in Dec 2017. Tears of joy can out of me. I'll never forget what +S. Krezel did to me. Thank you for all your time and efforts.
I thought Track generator where an complicated thing to build :)
This is amezing .. well done
더욱 빠르고 높은 퀄리티의 배경 디자인이 가능해지겠군요! 미쳤따리 미쳤따
I cant think of any reason why I shouldnt buy this right now. Brilliant stuff!
pretty sick,also nice beat
This is very handy, I am amazed. UE4 is the one !
Nice work here! Looks extremely handy :)
Wow this looks amazing! I can't wait to see this released. Great work!
4 days left! :) Thanks!
Now the question is how insane did you become working on this?
Coffee addiction + zombie mode from all-night developing + I see pink elephants everywhere :)
@@S.Krezel that's what happens when you take two pills and fall asleep
Like i said at UE forum, it rocks man, gg for this ;)
Thank you! ^^
Last QA tests & polishing in progress, I'll submit it to the UE Marketplace soon, with more info and details. Cheers!
It's released! Available now on UE Marketplace:
www.unrealengine.com/marketplace/smart-spline-generator
Hey man, this looks absolutely amazing. I'm definitely considering picking this up, but I'm having a hard time justifying the price without knowing how useful this would be for custom meshes. The assets you're using in your video aren't going to fit every kind of game and this plugin would quickly become useless without the ability to use different assets. Could you post some documentation about how you're generating these meshes along the spline and what the workflow/limitations would be for adding unique meshes or a custom variant of the vines or bridges? Thanks!
Nicholas Kippes
Thanks!
You can definitely use your custom meshes with the generator. In the 5th screenshot on Marketplace page you can see an example mesh sections used for default bridge generation. For every generated asset you can assign 3 'modular' mesh sections: Start, middle & end - these sections will be placed along generated spline and they will deform with it, based on spline tangents.
You can also place any mesh along generated spline with desired scale, rotation, amount, etc. without tangent deformation (just like the monkey head example in the video). All the generation properties are explained in documentation levels, on working examples.
TL;DR version: The default included meshes serve as an example & starting point - and you can replace them with anything you want :)
If you have any other questions, I'll be pleased to help.
That's excellent. Great to know that it's open for use with custom meshes. I figured it was the case, but needed to know for sure. Thanks for the reply!
Amazing!!!
Wow! That is really impressive! :D
Wow this is amazing!
Really cool and useful looking tool right there!
Great work ! all BP, WOW ...
Damn I wish I had some spare money for this. This seems like one of the most helpful tools besides LAM... Also wish there was a way of making it myself... Sir you'll have my money as soon as I have some :D
Respect dude! :) Now I gonna do one for me :D
That's really a great work !
quality tool
looks fantastic!
wow... just wow... good job
This is really usefull. Congratulations.
Simply astonishing °O°.
This is very impressive.
dude you are crazy. what is your background? homegrown sorcerer? Looks like you are a musician too?
Amazing stuff!
it look good so far! :)
Stylish great job
I want to see a video of the cloth spline used in an actual, relatively dense level. It works well on top of easy primitives but it gets really messy/unpredictable really fast. Was looking forward to using it to drape between large building structures
ama-goddamn-zing dude
I dont use unreal, I use Unity but man.. this looks great
I also was Unity user, great thing and great memories when I've learned some gamedev basics back then ('yay, I can create living worlds now!' - me, controlling a cube and being chased by 3 spheres on empty level) :D ... Thanks man!
talented
Great script. You should add more geometry into your pack ... rails, pipes, chains, etc.
Great plugin, I wish it was possible to edit the spline manually to be able to draw hedges and fences for example. This doesn't seem to be the case right now :)
Must have!
This is CRAZEYYYYYY *O*
This is cool
awesome
This looks great man But how do you apply the foliage material to the mesh in the first place?
This looks really great !
Is there a way to animate the splines in sequencer ? In order to make the vines grow on a surface.
It would be awesome.
Thanks!
The tool is designed to generate static mesh assets - to animate them, it's always possible to export generated mesh into your 3D app and create a skeletal/vertex animation for this kind of effects.
But... I'll tinker with it and see if I can make a separate blueprint logic for animating generated vines... Well, looks like you just have provided me with an additional all-nighter :D
Have you gotten this functionality working yet? We want to use the tool regardless, but being able to animate via sequencer would be next level. Thanks for your work, very awesome!
I've tried with different approaches, but it's impossible without some C++ modifications and more advanced logic, and this project is 100% blueprint-based... Even with C++, I'm not sure if this could be implemented, taking into account the way the system is built. Thank you!
man this is amazing i cant describe how amazing it is what language did you use blueprintrs or coding to make this i want to learn this will help me so much please tell me man :D
This is fantastic. I assume this is done through construction script? Would you be interesting in doing a basic tutorial for how you handled making the splines respond to mesh geometry?
Is this still maintained in current versions of unreal engine?
that s amazing
I see it can go over a mesh in the way but can they go around? Like if I want a cable to go around furniture for instance
when I place a Ivy BP, any idea why it seems to take a lot of adjusting to get full cover? usually it just clumps in small patch unless perfectly on a corner edge.
Not sure, that depends on geometry of your level - could you please contact me on the support email (it can be found on my Marketplace profile) with some screenshot that shows the problem? I'll investigate it and help you from there since it's more convenient than RUclips comments. Thank you!
With the Ivy, is it possible to add your own leaf cards/materials?
May I ask you if the splines can be affected by wind system built in Ue4, simulating swinging and hanging animation?
Btw insane blueprint, awesome!
Thanks
I'm a total noob, but I think that's not the best way to implement wind movement, as that would require re-instating the meshes which are based off of the spline. I think the wind effect would be best added on the generated meshes and their materials, not the spline itself. And yes, I'm aware of the fact your comment is a year old :D but I guess there are still people running across it here :)
Hello, this comes with all these ivy tree assets integrated already? Or do I have to use my own assets?
Hello, yes, all the things on the video and the screenshots are included.
Pro
I notice the rope is straight in the examples. Are you able to bend the ropes like you can with splines in 3DS Max? So that I can model a bunch of wires and cables in a level?
Yes, you can adjust any preset to make it more curved, add irregularities, etc. You can also use any preset with the automatic bridge feature, to generate e.g. some cables hanging between buildings. I don't know the 3DS Max spline features since I use Blender, but please note that this tool is designed for automatic preset generation, not for hand-editing. Cheers!
10/10 Looks fantastic, is there anyway to "detach" splines at run time?
IE I would like to make a destructible bridge where one side collapses (becomes detached)
can these be used to make a road mesh follow a spline on terrain with texture orientated facing toward spline path?
Yes, you can use any custom mesh you want - a modular road section should work too. It will deform just like spline mesh placed on regular UE spline system, along with its texture. The only problem with roads/tracks with this generator is that they won't tilt much (this caused the 'popular' UE bug with twisting splines) with terrain and they'll require some cleaning after generating. For example, here I've made a test tunnel with the generator: goo.gl/H19lvm - any overlapping terrain (white parts) just needs to be cleaned with UE landscape tool.
This looks really awesome! Is it also possible to animate it during realtime, so you can create something like a whip weapon?
Thanks! It's possible to spawn surface-aligning assets at runtime, but by default the generator is not designed to do any physics simulation & animation out of the box - it's also recommended to convert generated assets into static meshes ( 4:14 ) to achieve good performance (less drawcalls). For something like a whip weapon, probably NVIDIA Flex would help.
Thanks for the quick reply. Even if I cannot turn it into a whip, it's still plenty of awesome with a lot of applications. Definitely going to try and get this.
A bit new to UE4. Anyone know how you pipe your own custom assets into this generator? Would love to know more about the workflow.
Does everything get compiled into a unique mesh actor or is it just a bunch of separate actors?
Look up using splines & spline components, it would be similar to that ;-) This is just a more advanced version of it, very nice!
Before i commit to purchasing, i'd like to know if you plan to keep this updated for future unreal versions?
Yes, it will be updated for every new UE version. Usually it's updated within ~1 week after new version release, depending on Epic's response time.
That's brilliant thank you
A small question: Did you use C++, blueprints or both to create this?
I used only Blueprints :)
S. Krezel This is really impressive :D
I am fairly new to UE4, is there a way to get get shadows to effect these meshes? If so, how would I go about doing that?
It should receive shadows without problems, do you use dynamic lighting or baked static lights? There was an UE bug that causes some lightmaps to not bake properly (basically the mesh target lightmap index needed to be changed from 1 to 2 IIRC), but if that's the case then please let me know through support email, it's much more convenient to provide support this way. Thanks!
is something like this also possible for 3d software like blender?
is there a way to turn this into a static mesh withouth vines dissapering?
I just recently seen something like this on a channel called 2 minute papers, were you the one who made that paper?
No, it's my own algorithm available only on my puny hand-written crumpled notes (and of course inside Blueprints in the project) :) I see that this channel is really interesting, but there are a lot of videos... Which one are you referring to? Cheers!
Can you add custom materials to the rope?
I purchased it btw
Yes, you can use any custom mesh & materials you want. If you want to change the material on the default included rope, just assign your material to the Meshes\StemCore\'Rope_...' meshes. Thank you!
Does this work with physics? For example I want a rope bridge with moves by gravity.
It can collide with physics objects, but no physics simulation on its own - the tool is designed to generate static meshes.
Would the splines be interctable with a character?
Spline assets like the fence or bridge have collision, if that's what you mean :)
Yes. My plan is making a rope a player can swing from..
The assets have collision (so you can e.g. walk on a bridge or fence), but they don't simulate physics, since this is a static mesh generator.
Oh i see. Do you think it would be possible to add phyics through BPs?
I don't know, probably - but you can look at the UE Cable Component for that, it simulates physics.
A physical bridge?! Will he stagger when he walks?
Suzanne! Is it you?!
This looks great. Is it complicated to use do you have a tutorial?
Thanks, just drag & drop a preset and tweak parameters to your liking :) There are documentation levels included, they explain every feature on working examples.
S. Krezel cool thanks
How much is this hit to performance, is it game ready?
Yes, after generating you can convert it to a static mesh (it's shown at 4:15 ) - so just like with regular static meshes, it all depends on poly count of used meshes and complexity of generated mesh. No other performance hits besides that :)
from alik What is sick about very smart and do not need waist time.
unity version planned?
I work on UE4 and last used Unity a few years ago, so I'm afraid I don't have enough knowledge & time to produce on both engines... So I don't have any plans for that, sorry.
Is it interactive in game?
how much will it be on the marketplace?
Same as my previous tool here: goo.gl/GxaB1a (price slightly changes occasionally depending on currency & current exchange rate)
anything like that in development for unity3d ?
I work on UE4, and last used Unity a few years ago, so I'm afraid I don't have enough knowledge/time to produce on both engines... So I don't have any plans for that, sorry.
Buy it for UE4, create splines, and than merge actors into one static mesh and than export it into Unity. Done.
Please tell me you can export them out of UE4.
Yes, you can merge the spline assets into Static Meshes, then they can be exported as .FBX or .OBJ.
Is this fully working on 4.18?
Yes, I've updated it for 4.18.
Holy.... I love you and.. yeah hate you... q.q so many ideas! Q.Q
:) ... So many ideas, so little time (q_q)
I want this so bad and so soon! Any chance I can buy it early? and then you can give me the updates when final is ready? PM me?
I'm glad that you like it, but I can't PM you because you don't have any contact info :) Anyway, I would recommend waiting a little for official release, it's currently under review process on Epic side. Getting this from Marketplace will save a lot of hassle with any future updates, hotfixes, compatibility, etc.
Ah ok :) Makes sense to wait and get it once it's in marketplace. I really appreciate your work! You're a genuis haha!
Can this be added to a project easily?
Yes, just drag&drop in most cases, just like in the video. If you need some assistance, please contact me on the support email. Thanks!
No thank you man have a great day. Sold =)
Hey there, the link is dead :-(
huh.. works now for me too lol, cheers mate
Works on 5.4?
that staff zbrush using long time.
4:03 Suzanne!!!
This would be great for a tutorial ;p
SpeedTree is that you ?
No,Its better
Unless you are using it to do something along the lines of laying roads, as in a city maker program, or for generally static scenery in and interactive game, I don't see this being as useful as it looks.
That does NOT mean useless, laying vines and rope bridges, loose cables, and modeling springs, cable spools, nets, and the like will be loads easier.
Well it's obviously made for level artists almost exclusively, so... Yeah
caralhos que legal tipo com esse aplicativos entao poderia gerar arvores e cordas
do you have an adress mail to contact you ?
Yes, on my profile on the Marketplace.
Tuto?
music please)
Where is the video tutorial? this is a preview.