Let’s take a look at how Handles can help you take control of Archimatix objects in the Unity SceneView. When you grab an object from the Archimatix library, it appears in the scene and is automatically selected, revealing the Handles that have been incorporated into it. By clicking and dragging these handles, you can alter various parameters. For example, with the conical object above made from a PlanSweep Generator, clicking on the centroid of the Section shape lets you change the size of the cone and the angle of its slope.
Advanced – Become a Handles Handler!
If you interested in making your own parametric objects, you can add Handles to customize how your users will interact with them. If you combine two shapes in a PlanSweep Generator, you will automatically have the Handles associated with the individual shapes. But you can go ahead and add your own handles as well. To do this, open the Handles section on any Palette and click the “+” button. Once the new Handle has been created, you can name it and then fill in the X, Y, and Z fields to tell the handle where it should place itself at any given time. In the fields add numbers or expressions using parameter names from the Controls section and mathematical symbols or functions.
For example, if you would like an outrigger handle that is always at twice the radius of an object, then you could fill the X-field in with 2*radius. As you slide the radius slider, on the palette, the handle in the SceneView will always be on the X-axis two radius’ away. Now, to have the handle alter a parameter, you add an expression (below the position fields).
In order to think through the nature of parametric relations, I have been working with what will be a foundational library item to ship with the first version of Archimatix: a parametric column. At first glance, a column seems so simple–a circular shaft on a rectangular base, topped with a capital and a rectangular abacus. What could be so difficult about that? Why make it parametric and not simply a modular primitive? As it turns out, the column is an architectural element that we are particularly sensitized to. And columns are everywhere! Continue reading
Until now, in the interest of speed, the meshes created by Archimatix have been just meshes drawn to the screen. Now, when you release a handle or slider, GameObjects are created with colliders and lightmapping UVs added automatically.
All of the images on this post were generated from the same parametric model. One can control the overall dimensions of height and run of the stair, as well as Continue reading
Very typically these days, now that Archimatix is getting streamlined and addictive, I spent the better part of the afternoon playing with it and came up with this sort of Victorian museum type. I grunged up one with the help of Continue reading
I got carried away again. Using Archimatix to create buildings is getting so addictive that modeling is starting to seriously cut into my coding time! Continue reading
Today I am testing work flow by modeling a classical basilica arcade. There are two different assemblies: one that is centered in the bay, and another that is on the bay line. The Iterator should have two input meshes for the two types. Continue reading