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Simple primative stretching
Is there a way for me to create a primitive, like a cylinder, then stretch just one of the ends effectively making the entire object longer, while maintaining the same base?
If for example I wanted to create a hose, where clicking a button resulted in the hose going linger or shorter.
Sorry, I'm a noob. I can't seem to find the basics of object manipulation beyond position and scale.
Answer by Aniraf · Feb 27, 2011 at 05:35 PM
I found my own answer after some hard searching! Turns out that Unity does not offer this ability from within the editor...I'm really not certain why as this seems like a very basic part of a 3D game engine, but what do I know...I'm a noob to this :).
Anyway, it turns out this guy "VoxelBoy" wrote an addin which handles this exactly like I would expect.
His page is here: http://x.co/RpLg.
It only took me about 5 seconds to get it installed and configured!
Answer by Jessy · Feb 25, 2011 at 12:25 PM
Yes. You could scale in one dimension. You just need to model with the right pivot point (local origin). The Unity cylinder, for example, has its pivot point in its center of mass. That of course doesn't give you the result you want. You'll need to model a cylinder with its pivot point at its base, instead.
Where can you edit the pivot point? Do you have to do this in code? I assumed there would be something in the interface. Thanks again!
You move the pivot point in a modeling app; it's part of a model file, so being able to change it in Unity wouldn't make any sense for anything but the built-in primitives. And it takes under a $$anonymous$$ute to model your own primitive in a modeling app, so that would be a waste.
Ya, I understand that now...It just seems like a waste of time for me to create primitives in a modeling application. I'm trying to stub out the look and feel for my game using basic blocks...my designer will do the modeling later. I figured I could just simply do this on my own without any 3D modeling tools. The addon I posted below does exactly what I need.
Thanks!
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