mesh with "different scaling" on both ends
for example: Say that I have bricks and I want to make an arch. As you can see, the top end of brick is wider than the bottom one. Is there a way to do that dynamically ingame in unreal engine? I can do the math, I just don't know if I can deform static mesh in that way.
asked Dec 06 '14 at 08:25 PM in Rendering
To have your mesh 'change' from one object to another is called morphing. Unreal now has two types of 'morph targets,' Static Meshes and Skeletal Meshes. What a morph target is essentially, is a blend between your final outcome of your assets and its original structure. In other words, you generally need two models, one to be set as your original, and the other as your 'morph target' in which the asset will change.
You then need to set up in either an actor blueprint, or the level blueprint, for the object to morph over a set period of time. Usually creating a timeline and setting it to morph over a zero to one time frame is a good place to start. Make sure the track is linear and goes from a zero value to a one value.
There are examples of Morph Targets in the Content Examples project which is free to you via the Learn tab of the Unreal Engine launcher. Here is some helpful documentation on morph targets as well.
Morph Target Documentation https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/MorphTargets/index.html
Blueprint Set Up
Thanks and I hope this helps get you on your way to getting your desired outcome.
answered Dec 08 '14 at 03:17 PM
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