Node-Based Procedural Mesh Controller

This is a node-based procedural mesh controller built in Unity as an editor tool.  It allows an artist to create complex controllers for models without code.  I was faced with a problem of having a large set of unique and complex models that all have there own rules.  This resulted in a lot of time spend on creating custom controller classes, and prevented artists from independently iterating and optimizing their models and rigs.  

The node editor features purpose-built nodes that can control many actions of GameObjects, such as transforms, blendshapes. and materials properties.  Data valve types are conveniently color coded, and a wide variety of math and logic nodus are available.  Groups can also be created for keeping nodes sections organized.

Exposed parameters are available as property widgets in the controller's inspector to test functionality.

Usage Examples