My plan was to make a mesh instance, which acts as the plane, and then put a bunch of windows on it through multimesh instance 3D. The problem is that, as you can see from the photo, the original mesh instance (the single window that looks correct) is perfectly rotated, but the other windows (which were created through multi mesh instance) are rotated wrong. How can I fix this ?
#Rotating multi mesh instance
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Ok, now I have another problem. I need to make the windows nicely spaced, as in with some randomization on the x and y axis, but they should not overlap
What I need is, I have a sprite3D, this is a 1x3/1x5, and I need it to repeat somewhat sporadically around the building
But obviously 50 or so sprite3D per building, when it's a big city, is too much, it would tank performance
So I think multimesh instance is the only way to do it ?
You will first need a radius to define how far the copies should be at the very least.
From there you can generate a vector with the length of said radius. Then rotate it by a random amount and add a random value to its length.
Add that to the position of the previous addition and there you go.
Thing is, you will have to keep track of the other instances and where you placed them, then move away from their position if it overlaps them. That part is trickier.
Ok, so, moving in baby steps ...
I managed to get the windows to spawn in the radius, that's fine
I'm just having problems with setting up the size of the building
DID IT!
Just one last thing
On the right is my sprite, the one I meant to use for the windows, and then obviously there is the actual window and how it looks
Why does it look.... Like that ?
Just a matter of size ?
@viral dagger any idea why this might be happening ?