Document toolboxDocument toolbox

2023.1.116.1 IndustrialAssetsBuilder


 

Overview

This tools is used to design and build Box- and SplineAssets. It takes a user step wise through the designing process of such assets, which is finished by generating the actual asset.

Finishing the designing process and generating the SplineAsset.

Where to find

The feature can be found under Prespective Menu > Alpha features > Industrial Assets > Industrial Assets Builder


Feature Layout

The Industrial Assets Builder will guide the user through multiple designing steps. Each of which will be described individually.

Select Meshes

The first step is selecting the meshes used for the Asset.
All Meshes assigned will be copied as new and merged into one mesh for the actual Asset.

Inspector

Select Meshes

 

Origin

Displays settings for the origin of the combined mesh that will be created

Offset

Define an offset to the center of the bounding box to where the origin of the new mesh will be placed.

Meshes (X)

Shows a list of all meshes assigned to be part of the Asset. If more than five meshes have been assigned, the list will be cutoff and a “Show More” button will be displayed.

Add All Children Meshes

Clicking this button automatically finds all meshes that are parented under the Industrial Assets Builder and adds them to the list.

Edit

This button unfolds the transform settings for the mesh.

X

This button removes the mesh from the list; it will no longer be a part of the Asset.

Position

The local position of the mesh relative to the Industrial Assets builder.

Rotation

The local rotation of the mesh relative to the Industrial Assets builder.

Scale

The local scale of the mesh relative to the Industrial Assets builder.

Add

Assigning a Mesh Filter to this field will add it to the list.

Apply

Clicking this button will finalize this step in the designing process.

Scene View

All meshes that will be part of the asset are wrapped into a single bounding box. This bounding box is drawn in the scene view. As long as no meshes are being edited, a handle will be drawn so that you can set the origin offset from within the scene.

Add Splines

The second step is adding Splines to the Asset. This is optional.
Here you can describe how Splines should be generated for the Asset. You can set the Axis the Spline should follow and its relative position within the Asset.

Inspector

Add Splines

 

Main Spline

The first Spline description added will describe the Main Spline. If the Asset becomes a Spline Asset, this will be the Spline used for it.

Delete

Delete a Spline description from the list.

Axis

Selects one of three axes the Spline can follow.

Offset

The relative offset of the generated Spline to the Asset.

Direction

The direction of the spline.

Color

The color of the Gizmo drawn for this Spline description. These are generated randomly upon creating a new Spline description.

Sub Spline #X

Any other Spline descriptions after the first one are Sub Splines.

Add Spline

Clicking this button will add a new Spline description to the end of the current list.

Back

Clicking this button allows the user to go back one step in the designing process.

Apply

Clicking this button will finalize this step in the designing process.

Scene View

Splines added will be drawn as colored lines over the asset in the scene view. The arrow in the middle of the spline indicates the direction of the spline. You can change the offset of each spline by dragging its position gizmo over the face of the assets Bounding Box.

Define Relations (Segments)

The third, fourth and fifth steps are assigning relations to the X, Y and Z axis of the Asset.
Each of these steps are identical. Here you can describe how the Asset needs to be scaled over the axes.

Inspector

 

Define Relations

 

Axis Title

Set the title of the Axis.

Nodes

Shows the list of nodes assigned to the axis.

Add Node

Enables Scene GUI to add a new node to the axis.

#X

Displays the position of the node with ID X.

Relation

The relation type between the two nodes this field is in between.

Segment

The segment this section is assigned to. (Only visible when at least 2 segments exist)

Split

Add a new node to the list so that the relation is split into two new relations.

Delete

Remove the node from the list, fusing its current relations into one.

Back

Clicking this button allows the user to go back one step in the designing process.

Apply

Clicking this button will finalize this step in the designing process.

Segments

Shows the list of segments to which relations can be assigned.

#X

Shows the ID of the segment.

Name

You can change the name of the segment.

Delete

Remove the segment from the list. This is only possible if no relations are assigned to it.

Add New Segment

Add a new segment to the list.

Scene View

Nodes on the axis are drawn with their ID’s. These can be dragged along the axis to be re-positioned. The relation types between the nodes, and the segments they are assigned to, are both displayed by both the lines above the asset and the colored blocks.

Define Relations (Dimensions)

The sixth, seventh and eighth steps are assigning relations to the X, Y and Z axis of the Asset.
Each of these steps are identical. Here you can describe the minimum and maximum dimensions of the Asset.

Define Relations

 

Name

The segment name is displayed

Current Length

The length of the segment as it currently is.

Physical Minimum Length

The physical minimum length the asset allows for with its current relations.

Minimum Length

The minimum length that the Asset is allowed to have by design.

Maximum Length

The maximum length that the Asset is allowed to have by design.

Physical Maximum Length

The physical maximum length the asset allows for with its current relations.

Scene View

This has no Scene View representation.

Add Child Transforms

The ninth step is assigning child transforms to the asset. These move along with the asset as it is being scaled, but are not part of the actual scaling.

Inspector

Define Relations

 

Transform

Shows the transform that is assigned as a child transform.

Offset

The offset to the child transforms pivot the asset uses to determine the position at which the transform translates along with the asset while scaling.

Warning Sign

Indicated that the transforms pivot, including offset, is not within the asset and thus not valid.

Edit

Enables individual settings for a child transform.

Cross-hair Button

Determines the closest point on the asset the transform can set its offset to be within the asset, as sets the offset to that value. As long as at least one warning sign is shown, you cannot apply this step.

X

Remove the transform from the list.

Add Transform

Add a new child transform to the list. The transform has to be a child of the IndustrialAssetsBuilder in the hierarchy and cannot already be a part of the asset.

Back

Clicking this button allows the user to go back one step in the designing process.

Apply

Clicking this button will finalize this step in the designing process.

Scene View

For each Child Transform its actual pivot point is drawn and the offset point which the asset will use to translate the child transform along with the asset while scaling.

Review Asset

The tenth step is reviewing the asset before a Box- or SplineAsset is generated.

Define Relations

 

X/Y/Z-Axis

Clicking on of these buttons will position the scene camera to view the asset from that axis.

Asset Name

The asset is saved under the given asset name. This has to be a unique name.

Overwrite Existing Asset

If the given asset name is not unique, enabling this will allow the IndustrialAssetsBuilder to delete the existing asset under that name before generating the new asset.

Remove Original Objects

All original meshes that are part of the asset mesh are disabled in the scene. Enabling this feature will remove all these disabled meshes from the scene automatically.

Back

Clicking this button allows the user to go back one step in the designing process.

Apply

Clicking this button will finalize this step in the designing process and generate a Box- or SplineAsset.


How to use

  1. Gather all meshes you wish to use for the asset under a single shared parent GameObject. Make sure there are no meshes on the parent GameObject self.

  2. Add the IndustrialAssetsBuilder component to the parent GameObject.

  3. By default, all meshes under this GameObject are added as to be part of the asset. Make sure only meshes that need to be part of the asset are added, then click apply.

     

  4. Some assets will need to make uses of splines. Add any splines to the asset now. Select the axis on which you want to align these splines and adjust their offset if necessary. This is optional. Then click apply.

     

  5. Define the relations along the X axis. Add nodes to separate the axis into separate sections, each which has its own scaling method. You can also assign them to segments now. Then click apply.

  6. Repeat step 5 for the Y and Z axis.

     

  7. Set the allowed dimensions for the asset on each axis. Then click Apply.

     

  8. Add any child transforms to the asset. These move along with the asset as it is being scaled, but are not part of the actual scaling. This is optional. Then click apply.

     

  9. Review the asset design before generating the actual asset. Give a unique name to the asset. Then click apply.

     

  10. The Box- or Spline Asset has now been generated and is ready for use.

 

Prespective Documentation