Skinned Metaball Builder Manual -Introduction- (English)

 

Skinned Metaball Builder Manual -Introduction-

 

Brief Summary 

"Skinned Metaball Builder" is a Unity Asset that provides a functionality of Making Mesh data via metaball with features:


Works on editor and at runtime.

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- No dependency on platforms.


- Created mesh can be saved as an asset.


- Skinned (optional) so that mesh can be animated.

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- With "skeleton" objects for various use.

 

- Support simple linear-projection texture mapping

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- Fully implemented with Unity C# script, letting you customize.

 

Quick Start

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<Turn on "CC" for explanation.

  1. Drag and drop "Metaball/Prefabs/SkinnedSeed" into your scene.
  2. Choose "SkinnedSeed/SourceTree" in hierarchy.
  3. "Ctrl+Shift+C" or "Command+Shift+C" to create a new metaball node.
  4. Move it, modify its "base radius" as you like.
  5. Repeat 3-4 (Changing node selection to be the parent of new node).
    The hierarchy under "SourceTree" is reflected into the "skeleton" generated later.
  6. "Ctrl+Shift+R" or "Command+Shift+R" to generate mesh.
  7. Press "run" button in editor,
    select some node under "SkinnedSeed/BoneRoot",
    and rotate it to confirm that your mesh transforms.
  8. "Metaball->SavePrefab" to save full prefab
    or "Metaball->SaveMesh" to save mesh only.

Samples

Three samples within package.

Each implementation is quite simple and easy,
but introduces well about this asset.

 

1.Dungeon

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"Dungeon" sample shows how to modify mesh at runtime.

You can walk and dig through metaball-modeled dungeon.

 

Controls:

A,W,S,D to move

Space to "dig"

Mouse move to look around 

 

2.Animations

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"Animation" sample shows how to animate skinned mesh.

Two objects are contained:

-"Golem" : Unity animation

-"Tentacle" : Physics (joint)

3.Models

Various objects :)

 

 

Technical Introduction

Knowing about the algorithm helps you to find good parameter values.

Creating a metaball surface

 

1. Calcurate and fill scalar field by metaballs information (center, radius and density).

2. Create mesh data from the scalar field via "marching cubes" algorithm( Marching cubes - Wikipedia, the free encyclopedia ).

 

 

 

Limitations

  • Numbers of grid cells and vertices are limited (1000000/300000 by default).
    These are defined in MetaballBuilder.cs.
    Search "_maxGridCellCount", "_maxVertexCount".
    Be careful : building mesh with too large values may Freeze your system.
  • Rebuilding mesh may take long time depending largely on the grid size.
    Per-frame rebuild is not recommended (excluding cases that you require low-resolution metaball or you suppose your application to run on a monster PC).
  • Only one material can be applied per mesh.
  • Texture mapping is supported but simple linear-projection only.