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Expanding the Lego Plugin Part and Material Library

Heres the process of expanding my poorly written Lego Plugin with new Parts and Materials.

Пікірлер: 8

  • @Raven319s
    @Raven319sАй бұрын

    Thank you so much for this! Now you have my brain running. I'm trying to think how this can be fully scripted and use an LDraw directory as a key for parts changes.

  • @MarkraTTP

    @MarkraTTP

    Ай бұрын

    No Problem 😁 In my opinion, it all comes down to managing the asset library in an automised way. The idea of directly converting .dat files to actual parts in UE5 is pretty interesting but also extremely ambitious. But if you can figure out, how a programm like Stud.io manages its part and material library, then you could remove the dependecy of a third-party programm all thogheter and create models in UE5 directly which would be the ultimate goal. I'm not sure but I think that the LDraw importer for Blender also converts .dat to actual geometry... so maybe you can look into that too 👍

  • @Raven319s

    @Raven319s

    Ай бұрын

    @@MarkraTTP Absolutely agree. My original goal was to just fly some LEGO spaceships of mine. I keep tinkering away and learning as I go but model import was always a road bump I needed to correct. I have tried to decompile some of the Studio system files but I'm not exactly sure what I'm looking for... and I can only kind of read C#, C++ and others. I can mostly follow along to determine references and some logic but not enough to understand how a whole program works. I may just have to hunker down and bring over each part like in this video. One of my many current plans is to create brick by brick destructible vehicles with proper cascading damage values to effect "clutch' power of adjoining elements. I want to specify elements with specific attributes for flying and driving so when those elements are damaged, it would change the movement dynamics. So shooting off a wing would make a ship either spin or greatly reduce flight capability. Right now I just apply thrust and lift to the entire actor. kzread.info/dash/bejne/Zal20sVqdZepY84.html

  • @MarkraTTP

    @MarkraTTP

    Ай бұрын

    @@Raven319s I've seen your vehicle work an it looks great. I never really digged in to that field. because I dont like UE5 build in Vehicle Physics...

  • @MarkraTTP

    @MarkraTTP

    Ай бұрын

    @@Raven319s There is probably a way to do these physics based interactions, but I'm not sure if UE5 has the right approach for the system that you want to build. You could try to use geometry collections to apply chaos physics to your parts. The only problem is that geometry collections uses one mesh, which is split into multiple fragments... and not hundreds of static meshes... It's hard to turn UE5 into an Engine that works with Lego 😅 But the team behind the actual Lego Games TT Games is also switching to UE5 so atleast we can see what is possible in there next release 😅

  • @Raven319s

    @Raven319s

    Ай бұрын

    @@MarkraTTP Thanks! Yeah I'm forever tweaking my flight template. I've tried a few prebuilt systems but they never 'feel' right or they are not scalable in the way I am looking for. I'm going for an arcade flight sim feel but I want to have a sort of slider on attributes to make things either super sensitive of very easy so it caters to a wide range of player/builder styles.

  • @Raven319s
    @Raven319sАй бұрын

    Making some progress! Something goes weird when I enable physics of the elements (although admittedly it's probably a user error) but the simplicity of importing and the potential is fantastic! Here's a quick test. On the left is an import using the plugin and the right is my traditional method. Once I get some extra parts imported in I think I can do some simple root motion groupings for the same interactions. Excellent work my dude! kzread.info/dash/bejne/loGN1bGjldXOd7A.html