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MegaShapes Terrain Carve

A new feature we have just added to MegaShapes for the next update, now you can have your terrains match perfectly to your MegaShapes lofts with a click of a button, the system will match up whatever terrain you have so that the sides of your loft blend in nicely. You have complete control over the distance the blend happens as well as the profile of the blend. So now making race tracks or any other game level with MegaShapes is even easier and more fun. Also remember the system also includes the option to have your loft conform to the terrain, so you can easily meet in the middle if you wish, ie make a flat track then conform that a little to your terrain then carve the rest. It is up to you, you have complete freedom to experiment as everything is procedural. Even while your game is running you can have the the terrain adjust so making track or level editors easy. And again as everything is procedural you can adjust the number of vertices depending on the system the game is running on, or have your levels be built at runtime so making your games much smaller and load faster.

Terrain Blend Video

Terrain Carve

MegaShapes Update

multimat1
We have just released version 1.81 of MegaShapes to the AssetStore and our website. This brings the beta version of the new Multi Material Layer that is shown in the images and videos above, allowing for lofts to have multiple materials in a single layer so making it a lot easier to build more interesting lofts such as the race track in the image which uses just two splines and a single loft layer. You have complete control over the density of the mesh produced so making it easy to change the vertex count for different platforms, or for building sections of track at different detail settings to make lod objects etc.

We have also made the spline system a little friendlier to use such as adding buttons to flatten splines or remove all twist angles from a spline and added an easing option for the twist angles to get a smoother transition between angles.

Also we will be increasing the price of the system a little in the near future so if you are thinking of making a purchase don’t wait too long.

Video Showing how to use the new Loft Layer

Multi Layer Video

Changes in v1.81
    Added new race track demo scene
    Fixed twist angles not being calculated correctly for out of range values on closed splines.
    When adding a new knot it will now use the ID and Twist value from the previous knot
    Added a Flatten button to the inspector so you can quickly flatten any spline
    Added a Remove twist button to the inspector to reset any twists on a spline
    Added a SetHeight method to the API so you can quickly set all knots and handles for spline to the same height
    Added a SetTwist method to the API so you can quickly set all the knots in a spline to the same twist angle
    Added option to choose easing mode for twist values, either Linear or Sine at the moment.
    Added id values to the spline knots.
    Added beta of new Loft Layer, this uses the new knot id values to assign different materials to the cross section, this allows a simple loft to easily have different materials applied.
    Context Menum Help now works for Complex and Multi Mat layers
    Demo scenes tidied up

New MegaShapes Loft Layer

Multi Material Layer

First look at a new layer type being added to our MegaShapes system, the track in this image is built with a single loft from one path spline and one cross section spline, all the materials and textures are added and blended by the new Multi Material layer.

The new Multi Material layer allow you to define a material per spline section and the vertex color system in MegaShapes also allows you to blend multiple textures on each of those textures. The track is one single mesh procedurally created and easily editable in the editor or at runtime. You can off course make use of the other layer types on the system to add more detail, ie crash barriers, trees, place objects etc. We will be adding a video showing how the track was built very soon.

multimat3 multimat1

Video showing the new Layer

Multi Layer Video

MegaFiers and MegaShapes updates.

Been doing a lot of updates to MegaFiers and MegaShapes recently and below you can find all the changes to both systems since I last posted about updates. One of the main new features is we have added a per knot twist value to the spline system, you can control the twist via a gizmo in the editor for each knot of type in the values in the inspector, this now makes it a lot easier to add rotation to your spline meshes or to any loft that makes use of that spline. Also any other system that makes use of splines will now also take the twist into account so path follow for example. MegaShapes also sees a lot of bug fixes and improvements, check the list below.

Spline Knot Twists

Video showing the new knot based twisting working.
Knot Twist

MegaFiers BezPatch Deform

Video showing the Bez Patch deform object in MegaFiers
Bez Patch

Changes in MegaFiers

    Knot twist values now used by World Path Deform.
    Knot twist values now used by Path Deform.
    Changed the knot twist handle to make it simpler and less cluttered.
    Fixed a slowdown that could happen with twist handles enabled.
    Added beta support for twist values per knot.
    Knot twist value now used in the extruded mesh options box, tube and ribbon
    Path Follow script can use knot twist values
    Character Follow script fixed.
    New methods in API to Interpolate and get twist along with position
    Added a BuildSplineWorld method to the api so splines can be built from world space points.
    Added a beta of a new path follow script that will allow characters to be constrained to a path but otherwise be allowed to move freely and jump etc while on that path MegaCharacterFollow.cs

Changes in MegaShapes

    Fixed the Create Layer popup window so the params are correct for all layer types now.
    You can now select the spline to use in the Complex loft layer when the path shape has more than one spline.
    Walk Loft smooth works correctly when loft uses a curve value other than 0
    Walk Loft works correctly when loft uses a curve value other than 0
    Curve value now works correctly on Clone Spline Rules layer
    Fixed end caps being one tri short in some cases on simple loft layer
    Fixed bug causing extra un needed vertex being added per cross section in simple loft layer
    Fixed bug where a duplicated layer was not showing up in the until its vertex count changed.
    Fixed the exception that was reported when layers were copied.
    Fixed bug where you could not set the init values in the layer create window for simple and complex lofts.
    Complex loft now works with knot twist values.
    Clone Spline Simple layer now works with knot twist values
    Clone Spline layer now works with knot twist values
    Clone Spline Rules layer now works with knot twist values
    Scatter Spline layer now works with knot twist values
    Walk Loft smooth now works with complex lofts as well.
    Walk Loft smooth bug fixed where position was wrong if loft not at 0,0,0
    Walk Loft smooth now works with the twist values
    Changed the knot twist handle to make it simpler and less cluttered.
    Fixed a slowdown that could happen with twist handles enabled.
    Added beta support for twist values per knot, currently works for Simple Loft Layer.
    Knot twist value now used in the extruded mesh options box, tube and ribbon
    Path Follow script can use knot twist values
    Character Follow script fixed.
    New methods in API to Interpolate and get twist along with position
    Added a BuildSplineWorld method to the api so splines can be built from world space points.
    Fixed a bug in the Simple Loft layer where the cross section vertices were not calculated correctly.
    Added another option to the Simple Layer UV params, ‘Calc Y’ will work like Phys UV but keep uv x between 0 and 1 and calc y based on length.
    Added a beta of a new path follow script that will allow characters to be constrained to a path but otherwise be allowed to move freely and jump etc while on that path MegaCharacterFollow.cs

Updates to MegaFiers, MegaShapes and MegaScatter

We have submitted some updates to MegaFiers, MegaShapes and MegaScatter. These updates bring a few bug fixes to all systems as well as adding new features, check the change list below for what has changed for each Asset. We have also done some video guides for the MegaScatter system and a video showing some of the spline editing features available in all three of these packages.

Video Tutorials

Tutorial 1 – Basics of Scatter Mesh.
Scatter Tutorial

Tutorial 2 – More advanced features of Scatter Mesh.
Scatter Tutorial 2

Tutorial 3 – Spline Editing features.
Spline Edit

Changes in MegaFiers v2.69

    Fixed a bug in constant speed open splines that have been reversed.
    Beta of new Create Prefab system added, will work with wrapped meshes as well.
    Point Cache modifier can now use one cache file to define mapping then load another for actual cache data, so no longer does the first frame have to match the fbx file.
    Fixed a bug where constant speed interpolation was not being used for open splines.
    Added the ability to create animated splines inside Unity, you can now add keyframes for splines and have them played back for you.
    Added BezPatch Mesh object, useful for image warping.
    Added MoveSpline methods to API for easy moving of entire spline
    Added RotateSpline methods to API for easy rotation of entire spline
    AutoCurve Button now only updates the current spline being edited
    Added Gizmo to allow current spline to be moved in the editor for easy repositioning
    Easier to add knots to a spline, click and drag the mid point circle to add new point
    Added option to apply Bind Warp modifier to all siblings, right click inspector and click Add To Siblings
    Warp gizmos will now show up on newer versions of Unity.
    Dyanmic Hose system updated to match latest MegaShapes version.
    Small fix to the tyreripple script, works correctly with box colliders now.

Changes in MegaShapes 1.73

    Fixed bug when constant speed opened splines are reversed.
    Added loop mode to Path Follow script so you can pick from Clamp, PingPong, Loop or none.
    Added loop mode to Shape Follow script so you can pick from Clamp, PingPong, Loop or none.
    Fixed a bug where constant speed interpolation was not being used for open splines.
    Added the ability to create animated splines inside Unity, you can now add keyframes for splines and have them played back for you.
    Added MoveSpline methods to API for easy moving of entire spline
    Added RotateSpline methods to API for easy rotation of entire spline
    AutoCurve Button now only updates the current spline being edited
    Added Gizmo to allow current spline to be moved in the editor for easy repositioning
    Fixed inpsector issue when selecting a new loft in some components
    Added MegaWalkLoftSmooth which moves objects on lofts perfectly smoothly
    Made it easier to add knots to a spline, click and drag the mid point circle to add a new knot at that position

Changes in MegaScatter v1.09

    Fixed a bug where constant speed interpolation was not being used for open splines.
    Added the ability to create animated splines inside Unity, you can now add keyframes for splines and have them played back for you.
    Fixed a bug where objects with disabled colliders would be disbaled after a scatter
    Added option to include children of Ignore objects in the ingnore list
    Improved the inspector for Ignore objects
    Warnings about GetChildCount fixed.
    Slight change for Unity 4.x for enabling objects after scatter.
    New feature, support for proxy collision meshes in Mesh Scatters so can have much simpler mesh colliders
    Added FailCount values to inspector so you have control over how long scatter will try to find places before it quits
    Fixed bug with colliders for scatter meshes being used by lower layers
    Option to have no colliders added to scatter mesh objects
    Option to disable colliders during scatter for Object scatters, stops things piling up
    Added missing color variations option to Scatter Object Texture
    Improved the surface offset method so works correctly in all cases
    Added option to generate mesh colliders
    Added option to generate mesh tangents
    Fixed bug that could caused aligned surface objects to be incorrectly aligned
    Added support for generating lighmapping uvs for mesh based scatters.
    Fixed example scene scatter along object not having correct values.

MegaScatter Released

We have just released MegaScatter the procedural object placement system and it is available now on our Webstore or in a couple of days from the Unity AssetStore at an early adopter price of $50. The docs for the system are available now on the website if you select the MegaScatter option on the left hand menu you will find the pages that describe what it does, the various scatter objects and the scripting API etc. We have also uploaded the Demo made using our MegaScatter system, all objects in the scene apart from the house, well and trees are generated and positioned at run time. It is quite a complex scene but you can open the options and adjust the detail setting to increase or reduce the amount of objects scattered in the scene. You can also toggle the various image effects. Hold Mouse Left button to swing the camera, wheel to zoom and keys W and S to roll the ball.

We will be uploading some tutorial videos on the system over the coming week as well as adding more requested features to the system, so if there is anything you would like to see let us know.

Click Image to launch demo

scat3

MegaScatter Nearly Ready

Demo Scene
MegaScatter is a system that allows you to easily scatter any number of objects in to your scene into areas either defined by splines or by textures. You have complete control over how many objects of each type are added to the scene as well as how they are placed. You can define random rotation, scaling, offset values as well as color variation. Objects can be told to place them selves on any underlying terrain or collider objects and align themselves to that object. You can define limits such as the slope angle an object can appear on as well as a range of heights so you can easily have grass appear a low levels turning to rocks at higher levels. The scatter system can also be told which objects in the scene to not scatter on and how far away from those objects an item can be places. And objects can be told not to overlap themselves or other objects in the scatter layer.

Objects can be scattered either in the editor or can be scattered at run-time to the options you have defined. Scattered objects can either be scattered as copies of the objects themselves ot the system can be told to combine all the meshes to massively reduce the Draw Call count. Another great advantage of having the objects scattered at run-time is greatly reduced file sizes and loading times. The demo scene in the video is only 10Mb when the objects are scattered at run-time, the same scene produced normally would be 43MB not to mention the hours it would take to position the objects by hand.

And another great advantage of the scatter system is the scene can very easily be re scattered to suit different platforms or CPU usage without having to rebuild the scene or having etc in the editor.

Video of MegaScatter Scene

The demo scene just contains a simple terrain and a model of a house, everything else in the scene (apart from flying things) is added procedurally at runtime with MegaScatter using 1 simple flower object, 2 simple grass objects and 2 rock objects. All the color variations, scaling, rotation etc is handled by the system and at any time you could just say I want more or less objects and the scene will be repopulated for you. Even the data that drives the swaying plant shader is generated by the system with control over how the plants react.
Scatter Video

MegaScatter coming soon

Just been putting the finishing touches to a our MegaScatter system that allows you to easily scatter objects in your scene with areas defined by splines. So you can easily define regions for plants, trees rocks etc and then choose the objects you want to position in that area and have the system place those objects for you either in editor mode or at runtime. The system can either scatter objects individually or it can be asked to combine the meshes to reduce draw calls. Below is a video from version 1 of the system that was not released, we have extended the functionality and ease of use of the system with more features coming soon. If anyone has any ideas or suggestions for features they would like to see added please do let us know.

MegaScatter Early Video

Scatter Video

MegaFiers and MegaShapes update

New versions of MegaFiers and MegaShapes are in the Asset store and the webstore, this sees an improvement to the SVG importer to cater for lines that describe filled shapes, also improved performance on the interpolation of constant speed splines. Also in MegaFiers I have added a little example script to show how an object can be made to show a wake if moved over a dynamic ripple mesh.

Changes in MegaFiers v2.62

    Added TyreRipple.cs helper script to show how objects can leave wakes in Dynamic Ripple meshes.
    Update to the SVG importer to handle path ‘m’ commands with multiple values ie fill a shape.
    Improved performance of spline interpolation when using constant speed.
    Constant speed defaults to Normalized Interp for interpolation.

Changes in MegaShapes v1.69

    Update to the SVG importer to handle path ‘m’ commands with multiple values ie fill a shape.
    Improved performance of spline interpolation when using constant speed.
    Constant speed defaults to Normalized Interp for interpolation.

MegaFiers and MegaShapes updated

We have just submitted updates to both MegaFiers and MegaShapes to the Asset Store and to our web store. In MegaFiers we have updated the Melt modifier with a thickness value so fully melted objects can have a height instead of being totally flat, also added the Melt system as a Space Warp so you can easily melt multiple objects as they move towards the warp.

Fixed Looping
MegaShapes has also seen the inclusion of the new transport frame system which will allow for loops to be done more easily removing the ugly twists that could appear. The loft system has also seen some performance improvements and some bug fixes. We have also nearly finished a system that will optimize generated lofts removing unneeded vertices from flat sections of lofts so expect to see that in a future update.

Changes in MegaFiers v2.61
    Added Melt Warp Modifier
    Flatness value added to Melt modifier to control the thickness of fully melted mesh
    Flatness value added to Melt Warp to control the thickness of fully melted mesh
    Changes to Undo system.
    Fixed Undo error in 4.3 and other warnings.
    Added a ‘smoothness’ value to MegaShape which is used by the AutoCurve method, a value of 0 will result in sharp corners, a value of 2 will give very wide entries into knots, a value of 1.1 seems to be the best value for smooth curves.
    Unity 4.3 new undo support.
    Removed unused meshes from package.
Changes in MegaShapes v1.68
    Added new transport frame method to simple loft layer allowing for loops to be created with no ugly twists
    Added new transport frame method to complex loft layer allowing for loops to be created with no ugly twists
    Performance increase with the loft system, moved check for layers so not happening every frame.
    Removed unused Update methods
    Added flipcap option to Simple Loft so you can flip the endcaps if used separatley from the main loft
    Added flipcap option to Complex Loft so you can flip the endcaps if used separatley from the main loft
    Added option to MegaShapeLoft inspector to disable Undo checks, some 4.3 users have reported slowdowns in the Undo system in 4.3
    Fixed exception in MegaShapeLoft Start which could happen when creating a new Loft
    Added MegaPathFollow, which is a simple spline following helper script.
    Fixed errors in undo system.

MegaWires Update

We have just released an update to the asset store and on our website. This brings an improvement to the Plant Poles system where it will not preserve the existing wire params if you update the pole planter params, so before if you built a wire and then adjusted all the physics params etc then changed a pole planter way point those settings were reset, now they aren’t making it much nicer to tweak things. Also if you had added you own child objects under the plant poles objects they were destroyed, now they aren’t.

Changes in v1.03
    Wire window now shows arrows and spacing details.
    Pole Planter now preserves wire settings if you change any settings on exisiting wire.
    Pole Planter will only delete Wire objects from the children list so you can add your own child objects without them getting destroyed if you update the Pole Planter settings
    Objects attached to planted poles will now work correctly if plant poles values change.

Looping Lofts update

One of the issues that has frustrated me a little when using our MegaShapes system is the issue of gimbal lock when dealing with twisting looping lofts such as you would get when trying to build a roller coaster object, well I sat down the other day to figure out the maths to fix the issue and finally figured it out, so the next update to MegaShapes will see the new improved transport frame method included which will make life much more pleasant for any users who have been wanting to make looping tracks etc. Below is an image that shows the old transport frame method on the left with the nasty twists in the loop and on the right the same loft with the new method, much nicer.
Fixed Looping

MegaWires Docs online

MegaWires
We have just submitted MegaWires to the Unity Assetstore so we have added the docs for the system to the website. You can find out all about the system at the MegaWires Section of the website. You can read about the various components that are included with the system and what all the various params do. Also included with the system is 42 different pole types to get you started on adding dynamic wires to your scene all with predefined wire connection points. An image of all the different pole prefabs included in the package can be seen below and we hope to add more poles and pylons over time.
Included Objects

First Look at our new MegaWires system

Mega Wires
MegaWires is a new editor extension for the Unity Game Engine we will be releasing very soon, it allows for easy setting up of dynamic physics controlled wires in your scenes to add a little extra detail and movement to your games.

The system uses a custom physics system to simulate the high tension wires you get between telegraph poles and electrical pylons. The system includes 42 different poles to get you started but you can add your own poles and pylons very easily. You have complete control over the complexity of the physics used to simulate the system as well as over the meshes it produces. You can have Wind effects added to cause your wires to sway about and there are helper scripts to allow objects to be hung or attached to the the wires in the scene.

The system is optimized for game use with built in options to disable the whole system or parts, as well as a LOD system to turn the physics off on spans based on distance but with automatic waking up of the physics if a pole would say fall over in your scene.

More videos will be added showing the features of the physics and wind systems, the meshing options and the other helper scripts included with the MegaWires package.

Introduction to MegaWires

Click to Play

MegaWires Physics and Meshing basic options

Click to Play

3ds Max Terrain Plugin update

We have just uploaded a bug fix for the 3ds max Terrain plugin. A recent set of Windows updates had caused issues with the licensing system we are using for the plugin causing it to hang on startup. This has been fixed now so if you were having that problem with the plugin or in the past had to load the plugin via the Plugin Manager then this update will fix those issues for you. To get the latest version just visit the store page and enter your email address you used for the purchase and a new download link to the latest version will be sent out to you.

New versions released

Train Follow

We have released updates to both MegaFiers and MegaShapes. A new feature in the MegaShapes package (also included in the MegaFiers version) is a helper script to make it easier for multiple objects to follow a spline path in a connected way for example a train. The system allows you define the spacing between objects and also allows wheels to be steered separately from the main object if you want.

MegaFiers also sees a couple of bug fixes as well as some additions to the common params for each Modifier, you can now add a label to each modifier so in the event you have a lot of modifiers attached to an object you can track down the one you want by looking at the ‘Label’ string. Also a LOD value was added thanks to Sergio Barrera which allows for modifiers to be disabled or or enabled via a lod system, a LOD manager helper script is also included.

Train Follow Video

Click to Play

Changes in MegaFiers

    Added a Label field to each modifier so making it easier to find the exact modifier you need in a complex stack.
    Added code provided by Sergio Barrera have a LOD value for each Modifier so they can be turned on and off via a lod manager.
    Included the Mod Lod manager helper script for managing modifier lods.
    Bug fix, when using meshes that change vertex counts the internal data structures were not being updated correctly, again thanks to Sergio Barrera this has been fixed.
    Train follow has debug lines for easier editing.
    Added helper script MegaTrainFollow that allows for multiple objects to follow eg like a train with carriages

Changed in MegaShaps

    Train follow has debug lines for easier editing.
    Fixed bug in Clone Spline Simple where axis value was being used correctly to calculate repeat count.
    Fixed bug in Clone Spline Simple where loft was not being positioned correctly over spline if spline not at 0,0,0
    Fixed bug in Clone Spline where loft was not being positioned correctly over spline if spline not at 0,0,0
    Added helper script MegaTrainFollow that allows for multiple objects to follow eg like a train with carriages

Update to MegaFiers and MegaShapes

New versions of MegaFiers and MegaShapes are in the Asset store and the webstore, this sees the new conform system being added to the general meshing options in MegaShapes, so now you can have the mesh generated from the spline in any of the available modes i.e. Fill, Box, Tube, Ribbon conform to any target mesh or terrain, so you can easily use the ribbon mode for example to lay a road over a terrain.

Changes in MegaFiers 2.52

    Conform added to fill spline meshing option.
    Conform added to box spline meshing option.
    Conform added to tube spline meshing option.
    Conform added to ribbon spline meshing option.

Changes in MegaShapes 1.60

    Conform added to fill spline meshing option.
    Conform added to box spline meshing option.
    Conform added to tube spline meshing option.
    Conform added to ribbon spline meshing option.
    Added beta of new Conform feature which allow lofts to conform to a mesh or terrain.
    Fixed bug when creating lofts from script where an invalid index exception was being generated, thanks to FredPointZero
    Added Align Cross slider to Simple Loft layer to define how much the cross section aligns to the path spline, similar to the teeter value in the complex loft.

Back Online

Just to a quick message to say that after the major storm that hit the south of England at the weekend we have finally after 3 days in darkness got power back here, so if you emailed us over that time we will be getting back to you as soon as we can.

MegaFiers v2.51 Released

Conform Modifier
Just done another update to MegaFiers that is in the Asset Store and on our webstore now, this sees a bug fix for the system that shows the vertex mapping debug info for when a morph fails to map correctly, this helps you see what is causing the error. And we have added a beta of a new modifier, the conform system we added to MegaShapes is now in MegaFiers as a modifier, so you can easily conform one mesh onto another so for example you could have a flat road mesh and want to lay that over a terrain or a ground mesh, the conform modifier will do that for you. Below you can see a video showing the modifier as well as one showing the conform system working in the full version of MegaShapes. You can more info on the Conform modifier on its Help Page

Conform Video

Click to Play

MegaShapes Conform feature

Just submitted an update for MegaShapes which sees a tiny bug fix for those who were getting an exception when creating Lofts from scratch via scripting, and we have also added a beta of a new feature. We were asked if lofts work with Terrains and we thought that it would be nice if they did so we have added a ‘Conform’ feature to the Simple Loft layer (other layers will also get have it in the next update). With this feature you can select per layer an object for the loft to conform to, it could be a terrain or a mesh object, the system will then make the loft fit the target object, so you can now create simple flat road loft and then have that go over a terrain object. You can adjust how much the loft will conform to the target as well as set an offset so it can float above the target. The loft will update in real time if you change the terrain or mesh or move the spline etc and any other loft layer that uses the conforming one will automatically update as well, so fence layers or objects placed on a loft will all stay positioned.

MegaShapes Conform

Click to Play

Updates to MegaFiers, MegaShapes and MegaGrab

We have had a busy week with updates to MegaFiers, MegaShapes and MegaGrab being released.

MegaFiers Update

The updates to MegaFiers sees a couple of bug fixes along with the removal of warning messages that have appeared when the system is imported into Unity 4.1 onwards. The Maya blendshape exporter is seeing a few improvements, we still have one more thing we need to add but waiting to hear from Autodesk.

Changes in v2.50
    MegaGrab disabled for platforms that do not support it.
    Fixed all warnings when importing into Unity 4.1 onwards
    Fixed a bug in the dynamic ripple causing an error when changing physics rows and col values.
    Small change to dynamic ripple to work with Unity 4.2 better, box collider not being detected sometimes.
    Maya exporter update to handle multiple targets (targets must be present in Maya)
    Maya exporter update current blendshape weights now exported instead of being set to 0

MegaShapes Update

The MegaShapes also sees some small bug fixes and a major issue has been fixed with Unity 4.1 onwards where layers could not be selected correctly in the inspector.

Changes in v1.57
    MegaGrab removed if platform is not webplayer or standalone.
    Fixed warnings that have appeared in Unity 4.x
    Fixed a bug that give exceptions if you used scatter layers with a complex loft.
    Made changes for Unity 4.1 onwards that stopped you being able to select layers correctly in the inspector.

MegaGrab Update

We have just added the ability to grab sequences of images all using the upscaling and AA values if you want so you can render out a sequence of very high quality high res anti aliased images which you can then join together using your favorite software to build an HD or even 4k video of your game. The help page on the website has also been updated to show the changes and the new inspector for MegaGrab.

MegaFiers v2.48 Released

We have just released v2.48 of MegaFiers to the Asset Store and on our web store. This brings some small changes to the Displace modifiers to allow you to offset the whole mesh. Also for Point Cache users we have added an option to allow you to get the mapping information from the last frame of the cache file, this was requested by a couple of users who had animations that would build up to the final mesh as opposed to the normal use of Point Cache for things like cloth.

Another change to the Point Cache modifiers is the addition of a Point Cache Ref modifier, this works the same as the normal point cache but instead of loading point cache files to it you instead point it at a source object already in the scene and that objects data will be used but allow you to animate each object independently. This is useful say if you have a load of flags, trees or objects that build up using Cache files such as buildings in a RTS game, you now longer need to have the memory overhead of each object having its own cache file so making it much more friendly for games. The Point Cache animator has also been updated to work with either the normal point cache or the reference version.

The morph system has also seen a ref version of the modifier added so again you can have one source morphing object in the scene and then have lots of copies all of which can morph on their own without the memory overhead. This is in Beta still so if you have any problems let me know.

Finally the OSX Maya 2014 64 bit Blendshape exporter has been made available.

Changes in v2.48
    Mac Maya 2014 64 bit exporter available
    Displace modifier now has a vertical offset value.
    Displace Limits modifier now has a vertical offset value.
    Option added to point cache modifier to map from the last frame of the data.
    Added new modifier Point Cache Ref, this works the same as a point cache modifier but allows you to use another object in the scene as the data source so you don’t need to duplicate the point cache data.
    Point Cache Animator updated to work with Point Cache Ref as well.
    Added new beta modifier Morph Ref, this works the same as a Morph modifier but allows you to use another object as the data source so you don’t need to duplicate the morph vertex data.

Support ticket system is down.

The support ticket system for the website is currently not working due to it the plugin updating itself to the latest version. We are trying to contact the authors of the system to find out what has gone worng.

Mac Maya 2014 64 bit Blendshape exporter available

Just a quick note to say thanks to Jared Judd we now have a blendshape exporter available for Maya 2014 64 for Mac. If you need a copy of that just email us with your invoice details and we will get it sent out to you.

MegaFiers v2.47 Released, Windows App & Phone compatible

We have just released v2.47 of MegaFiers on the Asset Store and our webstore. The main change is MegaFiers is now compatible with Windows App and Windows Phone, we have also added the start of morph animation (and soon point cache) blending so you can have nice smooth transitions between your morph anim clips, if you use PlayClip methods but with a second param which is the transition time, this is in alpha so if you do have a play and see any issues please do let us know and if you have any suggestions again please do tell us. Other changes are an extra param to the Sinus Curve modifiers to allow you to change the wave length, the morph inspector has been made more compact for easier use when you have a lot of morph channels, Warp objects can now be created from the GameObject menu, a bug in the wrap system which could stop the system working when a mesh was wrapped onto a non skinned target, and finally the demo scene has been tidied up a little to remove the errors that Unity 4.x users would get when the scene was converted.

Changes v2.47
    Added wave length value to Sinus Curve and Sinus Curve warp modifier
    Warp objects can be created from the Game Object Create other menu now.
    Compact mode in Morph inspector even more compact
    Fixed a bug in mega wrap that might stop it wrapping onto non skinned meshes.
    Now compatible with Windows App and Phone
    Alpha of Animation blending in Morph Animator, use PlayClip(clip, blendtime) or PlayClip(clipname, blendtime)
    Fixed some issues in the demo scene.

MegaShape v1.54 Released

We have just released v1.54 of MegaShapes this sees changes to the code to allow it to compile and run for Windows Phone and Windows App platforms.

Android Benchmark on Google Play Store

We have published on the Google Play store a quick Benchmark demo for the MegaFiers mesh modifier system. You can use this to look at some of the deformations available in the system as well as to see the performance on various devices.

The demo scene contains 100,000 vertices in the 7 heads so it is very much a stress test of the system on mobile devices so you can get an idea of the performance of the system on your device, but as I say bare in mind each head is 15,000 vertices.

You can turn the animation on each head on and off by tapping the head, or you can turn off a head completely by tapping and holding. The frame rate for the scene is shown in the top left corner along with the timing of the frame. You also have options to enable the multitasking in MegaFiers to increase performance and also toggle shadows on and off. Note: Shadows can be very slow on lower end devices.

This is version 1 of the Benchmark, we will be adding more modifiers and different scenes to try in future updates, please do report any bugs and let us know any FPS you would like to share.

You can get the Demo on the Google Play Store
gplay

MegaFiers 2.46 released

We have just released a new version of MegaFiers on the Asset Store and on our website. This brings a couple of bug fixes such as labels for splines and warps appearing on screen when they are behind the camera and a few small fixes to the Book script to keep pages flat and add mouse and key control. This release also sees 7 new Warp modifiers added for you to play with, they work just like their normal modifier versions but operate in space so any objects bound to the warp will deform as they get closer to the warp. We also added a very early test of a new modifier that will allow impact and crater like deformations but this is a very early version added as a request from a user so they can test it.

Now this version is out we can focus some attention on the Prefab system, this has been a bit of a nightmare to get working as each new version of Unity has broken the serialization methods we use to create the prefabs, but we are going to start again from scratch so the next update should see a greatly improved and properly working Prefab and object copy system implemented.

Changes in v2.46
    You can disable the Unity undo feature per modifier this may increase the inspector speed on slower machines not using Unity 4.3
    Text Labels no longer display if they are behind the camera.
    Added new Globe Warp modifier, which is the Globe modifier but as a space warp.
    Added new Waving warp modifier.
    Added new Sinus Curve warp modifier.
    Added new Hump Warp modifier.
    Added new Cylindrify Warp modifier.
    Added new Spherify Warp modifier.
    Added new Bubble Warp modifier.
    Added Deformable modifier for doing collision and crater type effects (alpha version only for testing)
    Book script improved, pages should lay flat when pages controlled by keys.

MegaFiers 2.45 released

We have just released version 2.45 of MegaFiers on the Asset Store and on our web store, this is a small release while we work on some new features and bigger improvements to the systems. This update fixes an issue in the Point Cache importer that could give Mapping failures on some meshes and while we were at it we add the mapping tolerance value to the inspector so if you were using very large meshes (size wise not vertex count wise) then you could increase the tolerance value if the cache file does not map. Also we added the ability to view the mapping data so if a mapping does fail you can view the imported data compared to the mesh data to see what it is that has caused the problem so making it easier to fix. From experience it is almost always due to the first frame of the cache file not matching the imported mesh.

Also we got a couple of requests to add speed values to the Animator components so you can control the animation speed/direction of the Morph or Point cache clips, each clip can have its own speed value.

Changes in v2.45
    Added ability to view mapping data for point cache modifier to help fix mapping issues.
    Fixed a bug in the point cache importer which was causing mapping failures on some meshes.
    Add tolerance value to Point Cache modifier so if you get mapping failures try increasing this.
    Speed option add to Point Cache Animator Clips
    Speed option add to Morph Animator Clips

MegaFiers & ZBrush Blendshapes

This video shows blendshapes/morphs created in ZBrush being used in Unity via the MegaFiers mesh deformation system. The video shows the blendshapes being exported to Maya via the built in Maya Blend Shape export plugin. You can also use the FBX files exported from ZBrush to load the same data into Max or Maya. Our custom blendshape exporter is then used to export the blendshape data to a .mor file which can then be loaded into Unity. The exporter will also export any animation you may add to the blendshapes in Max or Maya.

In this example the teeth and gums are separate models and we added a simple script to the lower jaw that looks at some of the morph channels and automatically changes the rotation of the jaw to match the movement of the bottom lip. We hope to upload a webplayer demo of the deforming heads soon.

ZBrush Blendshapes Video

MegaFiers Daz3D morphs and clothing workflow

This video shows the workflow of getting Daz3D characters and their clothing into Unity complete with morphs and with clothing that will deform along with the base mesh as it does in Daz.In this example we use FBX files and the megafiers exporter for Maya but Maya could be replaced with Max or Blender. The character in this demo has also been loaded into Mixamo to add an animation to it.

Daz Workflow Video

MegaShapes 1.51 Released

We have released version 1.51 of MegaShapes, this sees some small bug fixes and some improvements to the Walk Loft system.

Changes in v1.51
    Added MoveKnot() method to megashapes API.
    Added animate option to walk loft to aid moving objects.
    Added option to control how upright objects remain when using walk loft system.
    MegaShapeFollow distance values now repeat if they go out of range.
    Fixed Lathe to work correctly with closed splines.

MegaMoo Demo

This is a quick little demo we made to show the MegaShapes loft system being used as a run time track editor. The track the cows are running on is made from a Loft with a base layer, a grass layers and two fence layers. In edit mode you can drag the spheres that represent the knots of the spline around to change the layout of the track and as you do so all the procedurally added trees and cows will automatically reposition themselves to match the new track layout.

The demo also shows the new coloring options we added which can be used to control things like texture blends along the length of the loft.

The boats in the scene use the MegaShapes Shape Follow components with a few little extra simple scripts to generate the bobbing behavior and to move boats between splines if they need to overtake a slower boat.

MegaMoo Demo

Click the image below to run the demo.

MegaShapes Run time lofter video

This is a quick little demo we made to show the MegaShapes loft system being used as a run time track editor. The track the cows are running on is made from a Loft with a base layer, a grass layers and two fence layers. In edit mode you can drag the spheres that represent the knots of the spline around to change the layout of the track and as you do so all the procedurally added trees and cows will automatically reposition themselves to match the new track layout.

The demo also shows the new coloring options we added which can be used to control things like texture blends along the length of the loft.

The boats in the scene use the MegaShapes Shape Follow components with a few little extra simple scripts to generate the bobbing behavior and to move boats between splines if they need to overtake a slower boat.

We will upload a webplayer demo of this scene shortly

MegaMoo Video

MegaShapes Real time Loft demo

Just finishing off a little demo that shows the loft system in MegaShapes being used to create a little track for some cows to run along. The track can be edited at runtime by dragging spheres which mark the spline control points, as you drag the track updates. The fence on the object is a loft layer so that also automatically updates. The jumps are positioned using the Walk Loft system so again will automatically position themselves correctly and orientate themselves to the track. The trees are scattered at runtime along the edges and again make use of the Walk Loft system, this time they have one dof removed so that they will always point upwards, the amount they point up can be controlled if needs be. The cows are also created at runtime and are again moved around the track using the walk loft. And finally there are some boats in the scene that are using the shape follow system. On the outside the boats use multiple splines in the follow and a little extra helper script keeps an eye on when a boat is getting close to one ahead and will change the weighting on the paths in the follow script so the boat moves to an overtaking path. The texture graduation on the sides is done using the newly added vertex color option which controls blending of up to 4 textures with the shaders included with the system.

I will be uploading a video of the demo and hopefully put a webplayer demo up soon as well.

MegaShapes v1.50 Released

A quick update to MegaShapes has been released this sees improvements to the Create MegaShape Prefab system where it will try and find the splines the loft uses in the scene when you add a prefab to a scene, previously the references to any shapes used were lost. Also fixed a bug in the layer selections which could happen if you added a selectable layer ie a simple or complex loft after a say a Clone layer.

Changes in v1.50
    Update to the Mega Prefab system, will attempt to reconnect any shapes used by a loft to shapes in the scene.
    Fixed a bug when selecting layers which could give a casting error depending on order layers are applied to a loft.

MegaShapes v1.48 Released


Just submitted version 1.48 of MegaShapes to the asset store and our webstore. This update brings the start of vertex color support to the lofts, so you can now either just color your lofts or use the color data in shaders to blend between effects or textures. A couple of basic shaders have been included and will do basic Diffuse or Specular lighting with up to 4 textures being blended between based on the vertex colors. To enable the color support (only on the Simple Loft at the moment) check the ‘Use Colors’ box on the Loft object component, then using the color curves in the Simple Loft you can define how the blending happens. We will bring color support to the complex loft soon and also have plans to add a color map option for more control over the blending in future updates.

Also done a couple of bug fixes and made the Create MegaPrefab work correctly now so prefabs made with MegaShape components attached will work fine now when added to a scene.

Changes in v1.48
    Added MultiBlend Diffuse Shader for use with the new vertex coloring options.
    Added MultiBlend Specular shader for use with the new vertex coloring options.
    Added vertex color option to Simple Loft layer, this can be use with the new shaders to blend between textures along the loft.
    Fixed zero vector3 issue in scatter simple layer.
    Create MegaShape Prefab fixed to work properly.

Pottery Demo using Lathe system

Simple little Pottery Demo which uses the MegaShapes Lathe system to interactively model pots. Right Click and mouse to change camera or Space and drag. Left Mouse and drag the wheel to spin it then Left button over the pot to deform or Ctrl, Alt, Shift over the pot to deform the other way. The Cursor up and down will change the area of influence for your interaction. F1 Toggles help page.

Click Image to launch demo

MegaFiers v2.44 released

We have released version 2.44 of MegaFiers, this sees some bug fixes as well as some exporter updates. We have also added the option to view the mapping data of morphs, this is handy if you get a mapping failure error as you can see in what way the mapping is wrong, when a mor file loads correctly you will see red vertex indicators inside all the green ones, if you get a mapping failure it will mean some or all the imported vertices could not find a match and you will be able to see this helping you figure out what the issue is. And finally we have added more options to the basic meshing options for the splines namely curves so you can easily define the scaling along the length of the spline of your tube, box or ribbon meshes.

Changes in v2.44
    Scrubbing time value on Point Cache modifier will now update mesh if animate is turned off.
    Added option to morph inspector to show mapping data so in case of failures it can help show what the issue is.
    Tolerance value added to inspector, for some very large meshes with morphs you may need to increase this value.
    Fixed error in the Blender exporter if your morph had no animations.
    Fixed Max 2013 and 2014 morph exporters, were crashing on progressive morph targets.
    Fixed missing names on progressive morph targets on Max 2013 and 14 exporters.
    Fixed missing first target percent value in progressive morphs when using Max 2013 and 14 exporters.
    Maya exporter updated so only selected blendshape is exported instead of all blendshapes.

MegaShapes v1.45 released

We have just submitted version 1.44 of MegaShapes to the Asset Store and our web store. In this update we have added a Planar UV mapping option to the simple loft layer, this is useful if you are creating more 2D or 2.5D environments and need more control over the uv mapping option. We have also add the beta of the Lathe modifier which you can use to spin your spline shapes into meshes, the system gives you a lot of control over the generated mesh and has numerous params and curves to define the resulting mesh that is produced, also at any time you can change the spline and the mesh will change. And finally we have added more options to the basic meshing options for the splines namely curves so you can easily define the scaling along the length of the spline of your tube, box or ribbon meshes.

v1.45
    Fixed error if Mega Shape component added directly to a game object.
    Planar UV Mapping option added to the Simple Loft Layer.
    Beta of Lathe Spline system added.
    Added scaling option to tube meshing params so you can easily make tubes that get fatter or thinner
    Added scaling option to box meshing params so you can easily make box tubes that get fatter or thinner
    Added scaling option to ribbon meshing params so you can easily make ribbons that get wider or thinner