Deforms with blendshapes and joints
This is an example of a Building Editor rigblock.
The requirement for this block is for it to deform in height and 3 radii with all possible combination working with one another.
This block will be procedurally UVed by the engine, thus did not need to be manually UVed. The texture would be user determined on the fly in the editor, so no texturing was needed.
The block was rigged with 4 joints (the root at the origin is required and would not receive any transformation). 3 joints were weighted along the height to control the proper distribution of the height tesselation to ensure that the blendshape radii deform works well.