The Mesh Spline Tool provides the user with a workspace for laying out static geometry - such as barriers, fences, and lamp posts - along a spline. From the tool window, the user can add a mesh spline, build a component set of TSStatic meshes for the spline (including start and end caps), and manage multiple mesh splines at one time.
Practical buttons, checkboxes, and sliders allow the user to control spacing, mesh behavior, conform to terrain, orientation (local, world, or terrain-up normals), and random variation and distribution of the components along the spline. “Go To” and focus controls help the user frame the active segment quickly while iterating.
When building, meshes are distributed along the spline according to the current spacing and orientation settings. During refinement, the user adjusts normals, conforms to terrain, and edits nodes with the mouse to finalize alignment. The tool avoids traditional save/load sessions by directly recovering existing splines from scene meshes, treating splines as temporary editing constructs rather than persistent data.
Splines are created and edited using mouse interactions - left-click to place nodes, drag to move them, and use keyboard shortcuts for additional operations. The Mesh Spline Tool can be used standalone or linked to Master Splines for coordinated editing with other tools.
Splines: Paths which can be created and edited to define the route where mesh components will be distributed along the spline.
Nodes: Points along a spline which can be positioned and edited with the mouse, allowing precise control over the spline’s shape and path.
TSStatic Meshes: 3D static mesh objects which can be placed along splines, including start and end caps, main components, and other static geometry elements which form the complete mesh spline.
Component Sets: Collections of meshes which work together, with configurable spacing, orientation, and distribution settings which determine how objects are placed along the spline path.
Conform to Terrain: Control over how meshes align with the ground surface for precise vertical placement.
Orientation: Control over how meshes orient themselves, including local, world, and terrain-up normal systems for precise placement.
Undo/Redo History: All adjustments are recorded to history for safe experimentation, allowing the user to try different settings and easily revert changes when needed.
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