My idea wasto create the horizontal bevels with scaling each level of my shape. So the ground (level 0) has specific vertices. Level 1 should extrude vom the same vertices along y-axis and increase scaling. But I realized that the shape of level 1 doesn’t equal the shape of level 0 due to the vertical bevels, so I have no clue how to solve this.
This example is nice because I am able to adjust vertical as well as horizontal bevels. But in comparison to my pg you are not able to adjust the radius of the bevels. And the bevels are not symmetrical if the box isn’t symmetrical. Setting the height to a lower value that the width and length leads to a tiny bevel on the sides of the box and a huge bevel on top face.
Do you have an idea how to do that? Maybe with extrudeShape? I don’t get how to scale along the path. It just scales the complete mesh but that’s not successively like with rotation: https://playground.babylonjs.com/#MR8LEL#75
I’m not sure you can do this with a single extrude shape… You may need to make an extrudeShape for each corner (or for a single corner then clone and adjust the transformation matrix for each) and for each side (or clone).
scale is a single global value, it is not added at each step as rotation is. In your case it wouldn’t work, anyway, because you need to make it grow at step 2 then decrease at step 4.
Given your simple shape, I think I would simply create the mesh “by hand”, by providing the vertices and the indices (but I’m not really experienced with extrudeShape, maybe there’s a simple way to make it work in your case).