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Awesome Concepts for a truly L33T TubeTool addon #24

@toomanydemons

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@toomanydemons

This is where I will submit ideas for TubeTool based on what I believe 'might' be possible programmatically (though maybe not actually feasible). These ideas are based on my experience as a level designer and hardcore modeler (someone who does a lot less coding and a lot more vertex pushing).

This is a lot of what I do: https://gyazo.com/c9ce1896f7489bc913f11a7154fe625c

After playing with Tube Tool extensively since its first release, one thing I like to do is create complicated patterns of wiring and tubes of varying thickness between two or more locations. Usually I will generate multiple curves manually, and then go back and adjust the curves by their handles.

I imagined it would be incredible to generate multiple pipes/wires between two whole areas. It would be unfathomably awesome. Here is an example of how I would imagine it to work:

With TubeTool, imagine being able to select two groups of faces (such as Group A with 7 selected (adjacent) faces and Group B with 6 selected (adjacent) faces, and generating connections between all of the faces randomly, from one group to the other (rounding to the nearest even number; in the above case, 6 curves would be generated and the seventh face in Group A would be ignored). Group A connects all its faces to Group B with curves. Each one would wind its own way to a random face in the opposite group.

In theory this seems like this would lead to a lot of intersecting pipe paths. Sometimes this does happen, but in practice, doing the above example manually, very little (or no) cleanup is actually required in a lot of instances. Also it may be a small matter to subdivide all created curves and push the center division point away from all other points by a set margin, so that intersections are even less frequent.

On the same note--As a power trip for the programmer who is insane--you could set the number of subdivisions in the curves by an input number. The distance each point is pushed away from the collective center at each division could also be variable. I believe this sort of functionality would all but erase most intersections.

The result of this kind of functionality would be the (very) rapid creation of crazy wire patterns that would naturally weave around each other between two locations. This would be ideal for quickly illustrating jumbles of wires in industrial & scifi backdrops, tangled rope & rigging, or even good-looking vine/root patterns for more natural settings.

Possible additions would be the ability to scroll a random seed for thickness among the various curves or a random seed for face connections among the two groups (though that last one may cause some lag issues... )

I believe this sort of functionality would be extremely useful and very functional. You would have yourself a bad ass Tube Tool that will go down in the history books.

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