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Scaffold Tool
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Scaffold Tool

by laurups on 29 May 2020 for Rookie Awards 2020

The tool made in Houdini. Used in Unreal 4, to create scaffolding around levels. This tool fully works in Unreal, creates collision for the scaffold and uses instancing to help performance.

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Disclaimer: the models are not mine.

Due to a student group project, I stumbled upon scaffolding. I have done a lot of research into, what kinds there are, what time they were made, what kind of structure they have. All this information is documented and ready to be used.
The scaffold I present here, is a cuplock scaffolding, all the models presented here are not mine. Only the tool is mine.

The scaffolding is used in a student project that I'm currently working on. You can see it being use in this video.

The whole tool is made in Houdini. The models you see are not mine, but they are instanced from Unreal to save performance. The whole tool has been made with the use in mind and also the end result. I try to make it as friendly and as agile as possible.

The collision is made in Houdini, this was decided to make the most efficient possible collision for the scaffold. The mesh is as simple as possible, also to make sure that it doesn't drain the performance too much.

The first method is a simple version. You can adjust the length, width and height, however you want. Unfortunately you can't make corners on this version yet.

You can use geometry as input in the world outliner, to use as a guide to remove unwanted sections. It will keep in mind if there is something above it, so there will be no floating planks.

The curves work in such a manner that if you move it up or down, it will remove whatever what was there, group of planks or bars. If you move it back close to the original position, the planks/bars will return back.

There is a layer deletion, to make it easier for the user if he/she wants to delete a whole level. This can be because the player needs to go through the scaffold.

With the second method, you can use geometry as input to specify where the scaffold needs to go. Currently it will go all around the geometry and will not follow the height. I still want to add these features as I think this will really help for the user. And also for automation.

Other than the geometry input, it has the same curves to adjust planks and bars.

You can also still remove separate layers, and use geometry to remove unwanted sections.


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