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  1. Hi Wingnut, thanks for taking a look! Sorry, looks like I added the wrong link for the playground. I'll add one here. The handrail's shape will be changeable (sometimes just a rounded block, sometimes circular with a flat bottom, etc. ) So I don't think top down extrusion is a viable option :/ Is there any way to do an uneven extrusion? (Where the left extends further than the right resulting in the mesh ending in a face with a *for example* 45degree angle) Ribbons I think ribbons could work for the shape, but since I can't add texture to ribbons with paths of different length (which I can't avoid at corners), that counts ribbons out. Creating separate meshes & clipping the extra I found this document on morphing meshes, but it only shows that I can morph extruded shapes with scale & rotation functions, which aren't helpful in my case My idea here is that if I can just have the meshes overlap, and cut out the extra it should look good, I'll attach a pic of an example where I'd like to cut out the extra
  2. Hi, I'm trying to create a handrail, by using extrude with an array of points for the path of the handrail. However, at any turn it appears the shape gets stretched out. For example I just want an even 1x1 block that runs along the path, but when I use extrude it appears the block thins out to be less than 1x1 at the corners. I took a look at the docs and didn't notice anything on how I can prevent this. If there's a better way of accomplishing this, please enlighten me.
  3. Hi, I have a box mesh I make for steps, but it will vary in size depending upon user input. Right now, when I add a texture, since the texture stretches to cover a face, it gets distorted on the different faces of the step. ( pic attached ) I'd like to specify a set amount (ex: 2 units width, 2 units height ) and have the texture tile with those dimensions regardless of it's mesh's dimensions. So if the mesh is 2 units high & 5 units wide, the texture will automatically tile once vertically, and 2.5 times across. I can workaround this by calculating the `uScale` & `vScale` based on the mesh / texture's size but is there any built in method to accomplish this? I'd rather not have to track the texture's dimensions & do this every time, if possible
  4. I can't seem to replicate it in the playground I'll jump back on this thread if I figure it out. Thanks
  5. Hi, I have a scene where: - I import several meshes - Then I have code wrapped in `scene.executeWhenReady` Everything runs fine, until I test importing a non existent file. Then `scene.executeWhenReady` never fires, presumably because it never loaded the aforementioned file. I already have a fallback coded, so is there a way that I can ignore this failed import, with regards to `executeWhenReady`?