MegaFiers Blog

Terrain Plugin For Max 2017


We have just updated the Terrain Plugin to work with the 2017 version of 3DS Max. If you visit the store page and enter the email used for the purchase you can get the latest version now. The demo version download also includes a demo version for 2017.

Importing KML Files

Meteor Crater

MegaFiers Update


We have updated the MegaFiers system with a few new features and some bug fixes, we added 3 new Warps namely the FFD modifiers, we also fixed a bug in the Max Morph exporter in Max 2015 and 16 if you were using Progressive morphs, we have also fix a few bugs in the Make Prefab system so there should be no problems any more and also in the Copy Object system. We also added Unity Blendshape support to the wrap system so if your wrap object had Blendshapes they will still work now. And a few other fixes as well.

Changes since v3.05
    Added beta FFD2x2x2 Warp Modifier.
    Added beta FFD3x3x3 Warp Modifier.
    Added beta FFD4x4x4 Warp Modifier.
    Fixed an issue with the 2015/16 3ds max exporter crashing with Progressive morph targets.
    MegaMelt modifier custom inspector code updated to support multi object edit and undo/redo
    Fixed a bug in the wrap system when a mesh is being copied causing an exception.
    Fixed an issue in the Make Prefab system if a ModifyObject was attached to an object with no mesh data.
    Fixed an issue with the Make Prefab system if there were copies of the same mesh in the hierarchy
    Fixed an issue in the Make Prefab system where meshes could be swapped depending on order of skinned and normal meshes in the children.
    Fixed the above also for Copy Object.
    MegaWrap system now copies Unity BlendShape data to preserve any blendshapes that may be attached to a wrapped item.
    MegaWrapRef system now copies Unity BlendShape data to preserve any blendshapes that may be attached to a wrapped item.
    Fixed mesh instead of sharedmesh being used in part of the copy object, so no more leaked mesh errors in edit mode when copying.
    Added a check in Create Prefab system for when a MegaWrap component is attached to a gameobject with no meshfilter which broke the copy system.

MegaFiers Update


We have released an update for MegaFiers, this updates now allows you to use MegaFier modifiers on objects with Unity Blendshapes, so you can now have say all your facial morphs driven by your favourite lip syncing system but still have body deformations or morphs driven by MegaFiers running on top so clothing wraps etc will work with your lip synced models. We have also removed the error message you used to get when applying the MegaWrap system to an object. Also the version of MegaShapes has been brought up to date to include all the latest bug fixes and some improvements to the editing, and finally the system is fully compatible with the upcoming release of Unity 5.4 Available now on our webstore or on the asset store

Update video showing a few different modifiers being used to deform Text Mesh Pro text, click the image to play the video.
yttmpro1

Changes since v3.03
    Updated Mesh copy functions so Unity Blendshape data is preserved.
    Stopped the mesh leak error when remapping the wrap mesh to object in the edit mode.
    Editing of splines is now disabled if an Alt key is down, stops accidental editing of splines while changing the scene view.
    Fixed error with Spline Fill mesh when being used as a collider with zero thickness.
    MegaFiers fully compatible with Unity 5.4
    Fixed a problem in Unity 5.x where zero length tris would cause an error and stop the collider being built.
    Fixed exception in inspector if you happen to create a spline with no knots in it.
    Added option to turn of the autosmooth when a new knot is added to the spline.
    Also added the AutoCurve option when the Add Knot button is clicked

MegaFiers Update


There is a new version of MegaFiers in the AssetStore and on our webstore, since the last update post here. This update brings a major change to the internal workings of MegaFiers improving how it manages meshes and their data, this finally stops the false error from appearing when you first add a modifier to an object and more importantly it allows MegaFiers to work correctly with dynamic meshes such as those from assets like Text Mesh Pro. If you do want to use MegaFiers with an asset that is procedurally generated or likely to change vertex counts then just check the Dynamic Mesh check box in the Modify Object inspector and the system will take care of any changes made to the mesh. Note that with Text Mesh Pro sometimes the deformation may not show on the mesh when Play Mode is exited, changing any value in the inspector though will update the view and the mesh to what it should be. We also improved the MegaWrap system to make mapping a lot faster and also offer a cancel button for the mapping process so you can more easily tweak the values, we also added the option to use Mega Normal calculations on Wrap meshes so as to preserve smoothing groups. We also made MegaFiers fully 5.3 compatible.

Please note due to the large changes to the internals of MegaFiers in this update please backup your project before updating the asset.

yttmpro

Changes since v2.99
    Please make a backup before updating to this version as a lot of internals have been changed.
    Removed a lot of dead code and commented out sections.
    Changed the way meshes are copied and cached to make initial setup quicker, use less memory and stops the false error that would appear when a modifier is first added to a mesh.
    Mesh changes mean system can work with assets like Text Mesh Pro which update their meshes at Start time.
    Added Dynamic Mesh option to Modify Object, turn this option on if your mesh is procedural in any way, ie text , for optimized handling of dynamic mesh data
    Re did Mega Wrap mapping so now uses a cancel progress bar, so you can stop the process and also see how long it will take.
    Greatly sped up the Wrap mapping process.
    More performance increase to come to the wrap system in future updates.
    Made changes for full compatibility with Unity 5.3
    Added beta option to MegaWrap to use the MegaNormal recalculate option to preserve smoothing groups.
    Added beta option to MegaWrapRef to use the MegaNormal recalculate option to preserve smoothing groups.

MegaShapes Update

Multi Material Layer
We have done numerous updates to MegaShapes over the last couple of months bringing some small bug fixes as well as new features such as all the Clone layers now work with the Conform option so you can easily build fences, walls etc that lay nicely on your ground, you can also now generate lightmap data for the basic MegaShape meshing options. We have also improved the OSM importer to allow you to select which layers to import and we also added a new demo scene to show how MegaShape splines can be used to control Rigid Body objects, in this case a car driving around a scene but still allowed to go over jumps etc.

Controlling Rigid Bodies with Splines

This video shows a car being controlled by a spline but still being free to go over obstacles etc.
Rigid Body Path

Terrain Blend Video

Terrain Carve

Changes since v2.08
    Fixed exception bug in the spline notify system that could appear when loft layers which do not use cross sections are used.
    Added conform option to the Clone spline layer so can now easily make fences etc fit the terrain
    Added conform option to the Clone spline Rules layer so can now easily make fences etc fit the terrain
    Added conform option to the Clone spline Simple layer so can now easily make fences etc fit the terrain
    Added conform option to the Scatter spline layer so can now easily make fences etc fit the terrain
    Changes for Unity 5.1, removal of obsolete items etc.
    Fixed CrossSection lines not showing for Complex layer type.
    You can now build lightmap data for MegaShape standard meshes.
    Changed OSM importer to use ulong for ids instead of int so can now handle complex OSM files.
    Added a new demo scene to show a RBody being controlled by a spline. Car model kindly provided by www.uistudios.com

MegaFiers Update


There is a new version of MegaFiers in the AssetStore and on our webstore, since the last update post here we have added a few features to the spline system and fixed a few small bugs. The Point Cache system importer has been improved as has the OBJ importer for morphs. And the Wrap system has seen some fixes and can now properly be saved to Prefabs and multi object prefabs can also be made correctly now.

Changes since v2.94
    Fixed MegaShapeLightMapWindow problem when doing an app build.
    Changed the Copy Object system to work better with Wrapped objects. Use “GameObject/Mega Duplicate Object”
    Improved the Create Mega Prefab system. Use “GameObject/Create Mega Prefab”
    Added MegaCopyObject.DuplicateObject() method to allow you to copy Mega objects from script.
    You can now build lightmap data for MegaShape standard meshes.
    Changed OSM importer to use ulong for ids instead of int so can now handle complex OSM files.
    Fixed Shape labels being displayed if behind the camera.
    Added a beta OSM data importer. Click the Assets/Import OSM option.
    Fixed exception if trying to build a mesh with a shape with no splines.
    Fixed exception if trying to interpolate along a shape with no splines.
    Fixed exception if trying to interpolate a spline with no knots.
    Added a check to the Wrap system for skinned meshes with no bones being used as targets, system will now work in such cases.
    Changed the PC2 file importer to allow for files that do not contain all the samples indicated by the header.
    Added FindNearestPointXZ and FindNearestPointXZWorld methods to MegaShape API.
    Improved Move RigidBody along spline system example script MegaShapeRBodyPathNew, note it is an example script for you to base your own on.
    Added a break force option to RigidBody spline follow.
    Fixed a bug in the Load Targets option when using OBJ files with the morpher.
    Added more options to the Move Rigidbody along a spline script.
    Added option to the Walk Rope example scripts to check object is within the bounds of the bridge object. Enable Recalc Bounds on any rope bridge to use.
    Removed the unused function LoadTexture which was causing a compile error when building for webplayer.
    Added a warning in the Wrap system if you are trying to wrap to an object with no mesh.

Asset Feature videos

Just a quick post to highlight some of our assets for Unity from the videos we have posted just in case we have any new visitors that may have missed them.

MegaFiers Features

A little promo video for MegaFiers that shows a few selected features of the system.

MegaBook Video

MegaBook Intro

MegaShapes Lofter

Multi Layer Video

MegaScatter Scene

Scatter Video

MegaFlow

Click to Play

MegaCache

MegaCache Teaser

MegaWires

Click to Play

MegaShapes Update

Just added an update to MegaShapes v2.08, since the last update posted here we have made improvements to the Terrain carving, fixed some bugs and made a bunch of general improvements. We also added example scripts showing how to draw splines and lofts at runtime using the mouse or touch, also added an example script showing how to control rigid bodies with splines and we have added support for importing OSM (Open Street Map) files to splines. Below you can see a couple of videos showing the new draw spline.loft system as well as the system to control Rigid bodies.

Drawing Splines and Lofts at Runtime Example

This video shows the new script included with MegaShapes that allows for splines or lofts to be drawn at by the user at runtime.
Draw Loft

Controlling Rigid Bodies with Splines

This video shows a car being controlled by a spline but still being free to go over obstacles etc.
Rigid Body Path

Changes since v1.97

    Fixed Shape labels being displayed if behind the camera.
    Added a beta OSM data importer. Click the Assets/Import OSM option.
    Added example script showing how to move a RigidBody object along a spline with forces.
    Added FindNearestPointXZ and FindNearestPointXZWorld methods to MegaShape API.
    Improved Move RigidBody along spline system example script MegaShapeRBodyPathNew, note it is an example script for you to base your own on.
    Added a break force option to RigidBody spline follow.
    Added more options to the Move Rigidbody along a spline script.
    Changed Clone Spline simple so position of layer is not linked to spline position, no need to duplicate the spline if used multiple times.
    Changed Clone Spline so position of layer is not linked to spline position, no need to duplicate the spline if used multiple times.
    Changed Clone Spline Rules so position of layer is not linked to spline position, no need to duplicate the spline if used multiple times.
    Fixed exception if trying to build a mesh with a shape with no splines.
    Fixed exception if trying to interpolate along a shape with no splines.
    Fixed exception if trying to interpolate a spline with no knots.
    Remove the SetActive warning from Draw Loft Component.
    Added in the Mega Mesh Page component.
    Added a new Scatter system (MegaLoftScatter) to allow you to scatter complete objects onto lofts.
    Tweaks to the Draw loft and Draw Spline components.
    Autocurve fixed so the last knots handles on an open spline are correct.
    Added a Draw Spline example script to make splines by drawing with the mouse at runtime.
    Added a Draw Loft example script to make new lofts by drawing with the mouse at runtime.
    Added a demo scene showing the draw spline system.
    Added draw loft example to the first tutorial scene.
    Fixed some potential errors in the constant speed interpolation.
    Smooth value is now a slider and shows results in realtime for easier use.
    Fixed Terrain Carve gizmo being offset from the loft.
    Fixed exception when first adding a terrain object to the terrain carve system.
    Made the default curves for the terrain carves correct for left and right.
    Terrain carve now works with open lofts.
    Terrain carve outline splines now use same interpolation settings as the loft spline for better results.
    Terrain carve Conform button will not appear in the inspector until the Save Heights button has been clicked to save confusion.
    Fixed bug in the WalkLoft GetLocalPoint method where it was not using the passed dist value.
    Fixed bug in the WalkLoftSmooth GetLocalPoint method where it was not using the passed dist value.
    Added GetPoint method to WalkLoft to get any point on the loft, as opposed to the GetLocalPoint which is relative to the current walk loft position.
    Added GetPoint method to WalkLoftSmooth to get any point on the loft, as opposed to the GetLocalPoint which is relative to the current walk loft smooth position.
    Further small changes to make compatible with Unity 5.0
    Fixed import warnings for the latest Unity 5 beta.

Patreon Page

We have set up a Patreon page in case anyone would like to help support the creation of new tutorial videos for our Unity assets and also help add new features to existing assets as well as the creation on new systems to help you make your games.
patreon

MegaCache Update

MegaCache Teaser
We have submitted the latest update to MegaCache to the Asset Store and our webstore, this adds a beta of a new Particle Playback system which is different from the existing Particle cache system in that it can be used to playback one shot or discreet particle effects such as explosions, the previous particle cache system is used to play back continuous particle simulations such as smoke. Also the system is fully compatible with Unity 5.

Changes since initial release

    Added option to particle import to remove particles alive in last frame from import.
    Improved particle importer to remove particles that only have one frame of data.
    Added a new Particle Playback component for direct particle playback as opposed to the emitter version, means one shot effects like explosions etc can be used as opposed to constant effects like smoke.
    Added playback component for legacy particles as well.
    Removed the unused function LoadTexture which was causing a compile error when building for webplayer.
    Fully Unity 5 compatible.
    Smoke in demo scene working correctly.
    Added a beta of a new Point Cloud import and playback system.
    Works with Unity 5
    Fixed bug in Particle Inspector
    Fixed bug in Legacy Particle Inspector
    Added a beta exporter for Blender to export Blender particle systems to MegaCache prt format.
    Fixed bug with particle importers wanting .txt extension instead of .prt generated by the Max exporter.
    Demo scene was saved using a file as a data source which would not work without the cache file. Demo scene now uses an ‘Image’ data source.
    Added option to update mesh collider for Object Cache.
    Added option to update mesh collider for Object Cache Ref.
    Added a runtime folder option for OBJ Cache files, cache files for standalone builds need to be copied the data folder for the build after the Unity build.

All Assets Unity 5 Compatible

Unity5_logos
Just a quick post to say that all our Assets are fully Unity 5 compatible and will import into your Unity 5 projects with warnings or need for the Unity auto update tool etc.

MegaFiers update

We have just updated MegaFiers again in the Assetstore and on our webstore, this brings a lot of changes since the last update news was posted here, below you will see a list of the changes, improvements and bug fixes since version 2.82.

Changes since v2.82

    Optimized the Attractor Shape modifier some more.
    Attractor shape modifier now works with multiple splines.
    Added a version of the Displace modifier that can use RenderTextures.
    Added option to World Path deform to use a distance value or percent value.
    Added option to Path deform to use a distance value or percent value.
    Tweaks to the Draw Spline components.
    Autocurve fixed so the last knots handles on an open spline are correct.
    Added a Draw Spline example script to make splines by drawing with the mouse at runtime.
    Fixed some potential errors in the constant speed interpolation.
    Smooth value is now a slider and shows results in realtime for easier use.
    Further small changes to make compatible with Unity 5.0
    Made changes for latest Unity 5 beta to fix any import warnings.
    Fixed exception when adding a new curve to a shape.
    The Clone Spline layer now works with the spline twist values.
    Fixed exception when adding a new curve to a shape.
    Added option to Spline Tube Mesh to flip normals for inside tubes.
    Added option to Spline Box Mesh to flip normals for inside box tubes.
    Added option to Spline Ribbon Mesh to flip normals.
    Imported SXL splines will now no longer change values to centre the spline.
    Imported SVG splines will now no longer change values to centre the spline.
    Added Centre Shape button to Shapes Inspector to allow you move the pivot to the centre of all the points.
    Added new InterpCurve3D method which will return the postion, twist and also rotation quaternion for a point on a spline.
    Autocurve now does the first and last handles on open splines.
    Added ‘Update on Drag’ option to MegaShape inspector, if checked spline meshes will update as you drag, off then they will update when dragging stops.
    Fixed inspector for spline animations so buttons aren’t hidden.
    Added option to MegaCache Obj to update the mesh collider if one is present.
    Fixed a bug in the Copy Object method where normals might not be copied correctly depending on settings.
    Added a runtime folder option for OBJ Cache files, cache files for standalone builds need to be copied the data folder for the build after the Unity build.
    Fixed mouse offset issue in dynamic ripple modifier if using a box collider which has a non zero center value.
    Added new modifier, Conform Modifier that supports multiple targets.
    Added option to OBJ Cache inspector for Name Split character.
    Fixed potential memory leak in OBJ Cache system
    Fixed image base OBJ Seq mesh not appearing when project loaded until it is animated.
    Fixed final warning for importing asset into Unity 5.x project.
    Fixed bug meaning bilinear option in Dynamic ripple could not be unchecked.
    Made changes to OBJ importer to work with odd OBJ files such as ones with no normals etc
    Frames slider appears correctly when selecting a cache file for the first time
    Added beta of the MegaCache OBJ cache system, this will be the basic version of the system in the full MegaCache asset
    Fixed MegaPaint so it imports into Unity 5.x with no changes needed
    Doubled the speed of the Attractor modifier
    Added a limit option to the Attractor modifier to limit range of the effect and help improve performance.
    Repulse mode in Attractor modifier now works correctly.
    Added simple demo scene for the Attractor modifier.
    MegaFiers now imports into Unity 5.x with no changes required.

MegaShapes Update

We have just released version 1.97 of MegaShapes to the Asset Store and our webstore. This brings some bug fixes as well as new features such as being able to flip the normals on meshes generated from Splines so you can have inside tubes easily. The Clone Spline layer now can use the spline twist values and we added some extra methods to the Walk Loft scripts to allow you to easily get points on the loft.

Changes since v1.94

    The Clone Spline layer now works with the spline twist values.
    Fixed exception when adding a new curve to a shape.
    Added option to Spline Tube Mesh to flip normals for inside tubes.
    Added option to Spline Box Mesh to flip normals for inside box tubes.
    Added option to Spline Ribbon Mesh to flip normals.
    Added a method GetLocalPoint(float dist, float crossa) to WalkLoft script to allow you to easily get a point on the loft in the local space which can be used for steering controls etc.
    Added a method GetLocalPoint(float dist, float crossa) to WalkLoftSmooth script to allow you to easily get a point on the loft in the local space which can be used for steering controls etc.
    Imported SXL splines will now no longer change values to centre the spline.
    Imported SVG splines will now no longer change values to centre the spline.
    Added Centre Shape button to Shapes Inspector to allow you move the pivot to the centre of all the points.
    Fixed a bug in the MegaShapeFollow script when using the option to rotate objects to align to the spline.
    Added new InterpCurve3D method which will return the position, twist and also rotation quaternion for a point on a spline.

PlayMaker actions available now for MegaFiers

playmakermf1

The nice people over at HutonGames sent us a copy of PlayMaker so we could look at adding some actions to allow PlayMaker users to more easily use the MegaFiers system, so over the last week or so we have been adding Actions for the more commonly used aspects of the system and will be releasing a PlayMaker Actions asset soon. To start with the include actions will allow you to control most of the Modifiers in MegaFiers along with the Warps. We will be adding further actions to the system probably as they are requested by PlayMaker users, so if you are a user of PlayMaker and MegaFiers then please do let us know what is needed. And we will also soon be adding PlayMaker actions for our other Mega Assets such as Shapes, Book, Scatter, Flow, Cache and Wires.

Current Modifier Actions

Currently the actions included allow you to control the following Modifiers.

Attractor Shape
Bend
Bubble
Conform
Crumple
Curve Deform
Cylindrify
Displace
Displace Limits
Globe
Hump
Melt
Noise
Page Flip
Path Deform
Point Cache
Push
Radial Skew
Ripple
Sinus Curve
Skew
Spherify
Squeeze
Stretch
Taper
Tree Bend
Twist
UVAdjust
UVTiles
Vertical Noise
Warp Bind
Wave
Waving
World Path Deform

Current Warp Actions

And also the following Warps.

Bend
Bubble
Cylindrify
Globe
Hump
Melt
Noise
Ripple
Sinus Curve
Skew
Squeeze
Stretch
Taper
Twist
Wave
Waving
ZStretch

Available Now

You can get the PlayMaker actions now at our WebStore for $10 per seat.

playmaker

Virtual Aquarium uses MegaFiers

fishtank2

The clever chaps at VirtualWare have released a video of their amazing Virtual Aquarium that they have just installed in the Yurabi Restaurant in Barcelona. They used MegaFiers to animate all the fish and creatures in the tank. I think a trip to Barcelona is called for :) Click the image above to play the video to see the Aquariums in their full glory.
Yubari_SL01

PlayMaker actions available now for MegaFiers

playmakermf1

The nice people over at HutonGames sent us a copy of PlayMaker so we could look at adding some actions to allow PlayMaker users to more easily use the MegaFiers system, so over the last week or so we have been adding Actions for the more commonly used aspects of the system and will be releasing a PlayMaker Actions asset soon. To start with the include actions will allow you to control most of the Modifiers in MegaFiers along with the Warps. We will be adding further actions to the system probably as they are requested by PlayMaker users, so if you are a user of PlayMaker and MegaFiers then please do let us know what is needed. And we will also soon be adding PlayMaker actions for our other Mega Assets such as Shapes, Book, Scatter, Flow, Cache and Wires.

Current Modifier Actions

Currently the actions included allow you to control the following Modifiers.

Attractor Shape
Bend
Bubble
Conform
Crumple
Curve Deform
Cylindrify
Displace
Displace Limits
Globe
Hump
Melt
Noise
Page Flip
Path Deform
Point Cache
Push
Radial Skew
Ripple
Sinus Curve
Skew
Spherify
Squeeze
Stretch
Taper
Tree Bend
Twist
UVAdjust
UVTiles
Vertical Noise
Warp Bind
Wave
Waving
World Path Deform

Current Warp Actions

And also the following Warps.

Bend
Bubble
Cylindrify
Globe
Hump
Melt
Noise
Ripple
Sinus Curve
Skew
Squeeze
Stretch
Taper
Twist
Wave
Waving
ZStretch

Available Now

You can get the PlayMaker actions now at our WebStore for $10 per seat.

playmaker

MegaCache Available

MegaCache Teaser
MegaCache is available for purchase on our webstore, and will soon be in the Unity AssetStore, you can find out more about the system by cheking the MegaCache section of the website by using the mneu bar on the left.

MegaCache First look

MegaCache Teaser

We are getting close to the release of MegaCache which is our new system for Unity that allows you to import complex mesh animations and particle systems and play them back inside Unity. All the systems in MegaCache make use of multi threading for amazingly fast performance and also feature memory optimizations to allow complex files to be used with minimum inpact of resources. The video is a little teaser of the system playing back a Fluids dynamic simulation a RayFire Fracturing object animation and a Particle Flow system exported from Max and imported into the Unity Shuriken system by MegaCache.

Update: We have submitted MegaCache to the Unity Assetstore for approval, or if you can’t wait it is available now on our website.

MegaFlow Update

Workflow

Since the first release of MegaFlow we have done numerous updates to fix any issues and add numerous new features to the system with more to come. The main new feature that was added is support for moving flow sources which opens up some cool uses for the system, we have also improved the Texture 3D support so now vector feilds can be used by GPU based particle systems such as TC Particle, and we have improved the Vector field authoring system. Below is a complete list of the changes since first release and there is also a video showing the work flow for the new moving source system.

Changes Since Release
    Added beta of the new moving source system.
    Added a simple demo scene showing the moving source in use.
    Added a Shuriken particle controller that uses moving sources.
    Added a legacy particle controller that uses moving sources.
    Added method to MegaFlowFrame API to get flow velocity as a world space position. Makes it easier to use for external scripts.
    Changes made so users of MegaWires can use flow sources as wind sources for the wire physics.
    Improved the inspector layout for the Create Flow system.
    Added helper component MegaFlowSample which has two methods to allow you to get easily get the velocity from a flow field.
    Updated the docs page for the MegaFlow source to show new options.
    Updated the docs page for the Create Flow system to show the new options and inspector layout.
    Further Optimizations to the particle controllers.
    Changed the Texture3D create mode to fit the TCParticle layout.
    Include setting for splines now respected in create flow.
    Option to use a Texture3D in create flow mode
    You can now resample the current frame to new grid dimensions, handy for testing smaller grids for better memory use.
    Added option to add modifiers to the flow creation, so you can add any object with a collider and use that to adjust the flow.
    Fixed an issue with missing preview flows not being saved in the scene.
    Each frame can now have an offset value, useful if using multiple frames of different sizes.
    Added option to the inspector normalize the flow frame data.
    Added a preview option for the Create Flow system, so you can quickly see the current flow without having to send it to the flow source.
    Fixed issue in Texture3D builder with negative values.
    Added API section to MegaFlow docs, GetGridVelWorld, SetFrame, SetMatrix, GetCol methods.
    If the MegaFlow Particle component is attached to a particle system you dont need to select a particle system to use, the system will use the object.
    If the MegaFlow Legacy Particle component is attached to a particle system you dont need to select a particle system to use, the system will use the object.
    Added beta option to inspector to save a Texture3D to the project for the current frame, can be used by GPU shader or particle systems such a TC Particles.
    Fixed an exception if particle system was trying to use a flow source with no frame data.
    Fixed an exception if rigid body controller was trying to use a flow source with no frame data.
    Fixed an exception if effect controller was trying to use a flow source with no frame data.
    Removed some old code.
    Fixed a mismatch between cell and vector colors when showing magnitudes.
    Added flow arrows to the Create From Spline gizmos to show the flow direction and force for that spline.
    Added option to ring display to adjust alpha value.
    Splines remain visible when Create Flow object selected.
    Option to have Create flow gizmo always on.
    Added option to show color of velocity vectors based on either direction or magnitude
    Added editable color gradient for showing velocity magnitude
    Added option to show color of the grid cells based on either direction or magnitude
    Added FLW file format page to website
    Added gradient color option to create flow from splines system.

MegaFlow Early Adopter Price

Just a quick post to say the early adopter pricing of $50 for the MegaFlow system will be ending soon, so don’t miss out.

Coming Soon Moving Sources

Click to Play

This video is a first look at a new system coming to MegaFlow soon, it allows you to have moving MegaFlow sources in a scene that follow the path of a moving object and allow that object to interact with particles as it moves through them. The first part of the video shows a scene with leaves and smoke and a car driving through them, as expected no interaction happens between the car and the particles. With the Moving source system turned on the car will now react nicely with the leaves and smoke, dragging the particles along in the MegaFlow vector field that is attached to the car. The Vector Field was generated using FumeFX in 3DS Max and imported into MegaFlow.

MegaFlow Released

MegaFlow

Overview of MegaFlow

Have you ever wanted to simulate a wind tunnel in your game, or have leaves of snow blow through your village flowing naturally around buildings, speeding up down alley ways or settling slowly in the lee of an obstacle, Lava flowing down a volcano side or Waterfalls cascading over rocks, Or a car stirring up leaves as it drives along a road in Autumn, vortices for your plane wings, perhaps an object floating along fast moving water, tornadoes, or even simulate gravity around objects in space, if so then MegaFlow can help.

MegaFlow is a set of systems that allow you to use Vector Fields to control the movement of objects or particle systems in Unity. Vector fields are a 2D or 3D grids of values that describe the direction and magnitude of velocities for that point in space. The Vector Field can be generated by systems such as Maya Fluids, FumeFX, Krakatoa, etc. MegaFlow can import the files generated by those systems in the form of .FXD or .FXA files, it also has an exporter for Maya that will export any Maya fluid simulation to the MegaFlow .FLW format. You can then import a single frame or multiple frames into the MegaFlow system in Unity and then use that to control the movement of particles from either the Shuriken or Legacy particle system, or control movement of Rigid Bodies or just general objects. Don’t worry though if you don’t have access to any Fluid Simulation software as MegaFlow also comes with a system that allows you to author your own Vector Fields inside Unity using multiple splines to define flow directions and forces.

MegaFlow Around MegaFlier
The movement of objects interacting with the Vector Fields is via a simple physics simulation which has parameters that allow you to control the overall force the field applies and the mass of the objects that are interacting with it, this means you can adjust the look and feel of the flow from either a very tight following of the flow to a subtle influencing only of objects that move through the field. You can change the force the field exerts or reverse the flow direction. All the values can be adjusted at runtime via script of the Unity animation system if required.The physics code used is optimized for performance and makes use of multi threading on any system that has multiple cores for super fast performance even with 10′s of thousands of particles being moved.

MegaFlow Particles

If a system such as FumeFX or Maya fluids has been used to create the Vector Fields then that would allow you to place obstacles into the flow, if the flow is then used to control a Particle system you can get even more performance back by disabling the collision system in the Particle system, since the Vector Field will now handle moving the particles around objects in the way, this can get you quite a saving in CPU time in complex scenes. You can off course still use the collision system of the particles or rigid bodies alongside the flow system if you wish.

The Vector Field source can have any number of Vector Fields loaded so you can do animation of flows if required, or just easily swap the flow field being used to change the look and flow of your scene. You can ask the system to show you the flow through the system of objects via the visualization options, or display the flow as either vector lines or colored cells.

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Included in MegaFlow are various components to help you use the Vector Fields in your projects. There are components to control the Unity particle systems as well as a component you can attach to any rigid body object that will then allow that object to be influenced by the Vector Field. There is also an example Smoke Gun script that will inject large numbers of objects into a scene so you can see how they flow.

Features

  • Support for FumeFX FXD file import
  • Support for FGA file import
  • Custom Maya Fluids Exporter
  • Create Vector Fields in Unity
  • Multi-Threaded physics
  • Highly optimized physics code
  • C# Source Code Included
  • Multiple frames of flow data per source
  • Control Legacy or Shuriken particles
  • Control Rigid Bodies
  • Control Normal Objects
  • Works in Unity Free
  • Works on Mobile devices
  • Flow visualization
  • Create a 3d Texture from the flow
  • MegaShapes Lite included

To find out more about the system please check the MegaFlow section on the menu on the left.

Video Examples

Below are some videos showing the MegaFlow system being used in a couple of scenarios, the first uses a Maya Fluid simulation to simulate the airflow around objects in a scene, the second shows the in Unity creation of Vector Fields from splines and that then being used to control a particle system. The third shows a Vector Field being created inside Unity using splines to define flows.

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MegaFlow Create

MegaFlow Update

We have added some new features and fixed a couple of bugs since the first release, listed below are the changes, many more coming.

    Added option to add modifiers to the flow creation, so you can add any object with a collider and use that to adjust the flow.
    Fixed an issue with missing preview flows not being saved in the scene.
    Each frame can now have an offset value, useful if using multiple frames of different sizes.
    Added option to the inspector normalize the flow frame data.
    Added a preview option for the Create Flow system, so you can quickly see the current flow without having to send it to the flow source.
    Fixed issue in Texture3D builder with negative values.
    Added API section to MegaFlow docs, GetGridVelWorld, SetFrame, SetMatrix, GetCol methods.
    If the MegaFlow Particle component is attached to a particle system you dont need to select a particle system to use, the system will use the object.
    If the MegaFlow Legacy Particle component is attached to a particle system you dont need to select a particle system to use, the system will use the object.
    Added beta option to inspector to save a Texture3D to the project for the current frame, can be used by GPU shader or particle systems such a TC Particles.
    Fixed an exception if particle system was trying to use a flow source with no frame data.
    Fixed an exception if rigid body controller was trying to use a flow source with no frame data.
    Fixed an exception if effect controller was trying to use a flow source with no frame data.
    Removed some old code.
    Fixed a mismatch between cell and vector colors when showing magnitudes.
    Added flow arrows to the Create From Spline gizmos to show the flow direction and force for that spline.
    Added option to ring display to adjust alpha value.
    Splines remain visible when Create Flow object selected.
    Option to have Create flow gizmo always on.
    Added option to show color of velocity vectors based on either direction or magnitude
    Added editable color gradient for showing velocity magnitude
    Added option to show color of the grid cells based on either direction or magnitude
    Added FLW file format page to website
    Added gradient color option to create flow from splines system.

MegaFlow Nearly Ready

MegaFlow allows you to use the power of fluid simulation software such as RealFlow, FumeFX, Maya and others to generate Vector Field simulations that can then be used to control the flow and behaviour of particles, rigid bodies or any other game object in your projects.

MegaFlow supports industry file formats such as FXD and FGA as well as having a custom exporter for Maya for an xml FLW format. The simulation code in MegaFlow is multi-threaded so runs extremely fast on many thousands of particles.

You can now use the power of Vector Fields to have complex particle flows or for moving any sort of kind object around a scene. MegaFlow will be available soon in the AssetStore and on our website

MegaFlow Demo Video

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MegaShapes Update

Just submitted v1.94 of MegaShapes to the Asset Store and to our own store page. This brings some improvements to the spline editing and a series of bug fixes and some changes for the upcoming release of Unity 5.0.

Changes since v1.90
    Fixed exception in Terrain Carve if no Loft Layer selected.
    Fixed exception if you loaded a spline file with fewer splines in it to a shape that was being used by a loft that used a deleted spline
    Fixed an exception bug when duplicating layers.
    Updated code for Unity 5.x
    Autocurve now does the first and last handles on open splines.
    Small fix for Unity 4.x where loft layers were not updating when a spline was edited.
    Fixed Path Follow script so it works correctly with spline twist.
    Fixed Path Follow script so offset and extra rotation work correctly in all cases.
    Added ‘Update on Drag’ option to MegaShape inspector, if checked spline meshes or lofts will update as you drag, off then they will update when dragging stops, for complex lofts this makes it easier to edit splines.
    Fixed issues when creating a Clone Spline simple layer from the popup window. ie path and objects not being set
    Fixed inspector for spline animations so buttons aren’t hidden.

MegaFiers Update

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Just uploaded an update for MegaFiers, since the last update post this brings some fixes to the path follow script and a helper script for moving rigid bodies along splines. Also Made some changes for the up coming Unity 5.0 release and have added the new Bezier Attractor modifier beta which is handy for doing breaking waves.

Changes since v2.78
    Added option to the dynamic ripple modifier to use a readable greyscale texture as obstructions for the ripples.
    Made changes to code to stop warnings from Undo system on Unity 5.x
    New modifier added, Bezier Attractor.
    MegaWrap now works with Create Mega Prefab, Beta feature, works with tested objects on Unity 3.5.
    Path Follow script updated to use spline twist values.
    Path Follow script updated to have offset and rotation values.
    Added example script MegaShapeRBodyPath.cs to show how to connect an RBody to a spline, the rbody can then be moved along the spline using a force.

MegaFiers features video

A little promo video for MegaFiers that shows a few selected features of the system.

MegaFiers update

Another quick post to say a new version of MegaFiers was released a few days ago, this sees various bug fixes and improvements to both MegaFiers and the basic MegaShapes system included in the asset

Changes since v2.73
    Added option of a Frame Delay for Point Cache to improve syncing with Unity animations.
    Added a new method to MegaModifyObject MeshChanged(Mesh newmesh) which you can call if the original mesh has been changed, ie dynamic text objects.
    Fixed slowdown when using the morph sliders on Unity 4.x.
    Added ZStretch Warp.
    Fixed error when demo scene scripts not imported.
    Added option to export MegaShapes to SVG files.
    Fixed warnings in the Undo system for Unity 4.5 and 4.6
    Fixed rare exception when loading mor files on 4.5 and 4.6
    Point Cache animator Clamp loop mode now works correctly with reverse clips
    Morph Cache animator Clamp loop mode now works correctly with reverse clips
    Added KML import of splines
    Fixed warnings that show up in Unity 4.x
    Added Squeeze Warp
    Added Axis value to Squeeze and Squeeze Warp to give more control
    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.
    Removed some Debug messages that were left in for Maya morph import.

MegaShapes update v1.90

We have made available a new version of MegaShapes that fixes some issues with the new Multi Material Complex loft layer and also reduces the vertex count in the loft. Below is a list of all the updates since the last MegaShapes update post.

Changes since v1.84
    Fixed the issues with using Multi Mat Complex layers as base layers for other layers such as clones, cross alpha values were not being calculated correctly.
    Fixed Multi Mat Complex layer where too many vertices and polygons were being created, such lofts will be more optimized now.
    Fixed issue where Multi Mat Complex layer would not give correct up values.
    Fixed exception when using other loft layers with Multi Mat layer when cross alpha values were out of range.
    Fixed exception when using other loft layers with Multi Mat Complex layer when cross alpha values were out of range.
    Walk Loft Smooth script now works with the Multi Material Complex loft layer.
    Added option to export MegaShape splines to SVG files.
    Fixed warnings about obsolete methods in Undo system or Unity 4.5 and 4.6
    Fixed bug in Walk Loft Smooth for open lofts when alpha value is 1.0
    Fixed exception error in Multi Mat Complex layer.
    Conform now works in the Multi Mat Complex layer.
    Fix bug when conforming simple mod layer with capped ends causing exception in some cases
    Fixed bug in Multi Mat Later where last vertex wasn’t being added if cross distance value was large.
    Duplicate layer now works for Multi Mat layer
    Duplicate layer now works for Complex Multi Mat Layer

MegaBook improved content system

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We have been adding more example content maker scripts to Megabook, the latest one allows you to use multiple mesh objects to build your page content, so you just layout each pages content using whatever text system and meshes you like with any number of materials, then using the helper script you select the parent object for each page layout and the book builder will do the rest automatically combining all the meshes and materials it finds under the parent and adding it to the page mesh so that the content will bend and turn with the page. So you can now layout your text in anyway you like using any text system you wish and add in images.

The text in the example above was generated using Text Mesh Pro which is an excellent Signed Distance Field text system for Unity with a ton of rendering options, and as it uses SDF the text will remain crisp and sharp no matter how closely you zoom in, also Text Mesh Pro allows for easy coloring of text and a load of other special effects so making it the perfect partner to MegaBook for creating your content. You can though as mentioned above use any system that builds a mesh.

MegaWires used in Grave

MegaWires in Grave
Broken Window Studios have made use of MegaWires in it’s upcoming Horror Experience game ‘Grave‘. There is a demo of Grave available to download on the game website where you can also help support the development of the game.
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MegaBook update now add text to your pages.

We have released an update to the MegaBook system for Unity which allows you to add custom meshes to each page of your book, the main use for this is to add dynamic text to the book system as opposed to just using textures for each page. The system makes use of a helper class so can be used be any text mesh system, in the example below I used the free Typogenic system but you could use TTFText of Text mesh Pro etc. You can also add more than just text meshes, you could add any sort of embellishment to each page. We have also added a hard front and back cover system so you can add nice leather bound jackets to your books.

Example of text using Typogenic

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Changes in v1.14
    Improvements to the Dynamic mesh system.
    Example dynamic mesh script for using Typogenic to add text to book pages
    Removed a debug line.
    Added beta of system to allow any mesh data to be added to each page as it is built, for example adding text to the page.
    MegaBookDynamicMesh component added, use this class to provide the mesh data the book builder asks for.
    Added simple example of dynam mesh to the demo scene book. Docs and video coming.
    Removed Debug script from object in test scene.
    Added beta of hard front and back cover system for your books.

Support Requests

Just a quick post to say if you are needing support for any of our products then could we ask that you use the Support Ticket System, we get so many emails daily that is very hard to keep track of which of those are support requests and which of those have been dealt with or answered, the support ticket system keeps all the requests in one place and we can easily see which have been dealt with and which have not. Also Support tickets take priority over direct emails. So if you need help please do make use of the Support Ticket System

Terrain Plugin for Max 2015

We have just updated the Terrain Plugin to work with the 2015 version of 3DS Max. If you visit the store page and enter the email used for the purchase you can get the latest version now. The demo version download also includes a demo version for 2015.

MegaBook Update

We have released an update for MegaBook that fixes a couple of issues and adds some improved features. The change list for version 1.04 is below.

Changes in V1.04

v1.04
    Fixed issue in inspector where changing one attached objects values was effecting another.
    Attached objects work correctly if book orientation changed, ie vertical books.
    Added per attached object visibility override values for more control over the objects.
    Added new methods to the API, GetPageCount, GetCurrentPage, GetCurrentTurn
    Fixed exception error when adding new attached objects.
    Fixed object visibility setting not being updated.
    Greatly sped up the inspector when changing params for attached objects.
    Added helper spine object
    Added simple script example for clicking to change pages MegaBookMouseControl.cs

MegaBook Released

We have just submitted to the Asset Store and made available on this site our new MegaBook procedural animated books and comics for Unity. You can out all about on the MegaBook section of the website and below is a video introduction to some of the features of the system. We hope to have a webplayer demo uploaded soon to try as well.

MegaBook Video

MegaBook Intro

And a couple of grabs from the MegaBook demo.
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Open Book

MegaShapes Update

Multi Mat Complex
Just submitted an update to the asset store. This adds the beta of the new Multi Material version of the complex loft so you can now have any number of different cross sections along your loft with different materials defined. There is no error checking at the moment on material ids so you need to make sure the cross section splines have the same number of knots in them and the material ids match. I added a method in the extra functions section in the inspector to allow you to copy ids from the previous spline so you don’t have to go through every spline in a shape setting the ids for each one.

The terrain carving works with the new layer but at the moment conforming does not work that will be in the next update. We also made some improvements to the carving system making it a little easier to use. The spline system has had some little extras added such as hiding the origin handle as it did get in the way of some knots sometimes and added a snap option to the knot and handle movement.

And there are a few bug fixes as well.

Changes in v1.84
    The gizmos for Complex Loft now align correctly if twist mode active.
    Added beta of the new Multi Material Complex loft layer.
    Copy Knot IDs function added to extra functions section of Shapes inspector. Copies ids from the previous spline in the shape.
    Terrain carve works with new Multi Mat complex layer
    Terrain carve left and right scale values now dont effect one another.
    Fixed a bug when Calc up was on on Clone Rules layer causing meshes to deform.
    Knot index now shown in the inspector for easier editing.
    Toogle added for drawing the orgin handle that moves all the knots.
    Added snap option when positioning knots
    Added snap option when positioning knot handles.

MegaBook First Look

This video shows the first test of our new MegaBook system for Unity. This asset allows you to quickly and easily build full books or comics with complete control over the number of pages, and the page turning effects etc. You can ask the system to generate the page meshes for you or you can select to use your own page mesh so you are not limited to rectangular pages.

You have complete control over how the pages bend and twist as they turn, and how far they turn, where they turn and the radius of the turn, so it is easy to turn up just the edge of the pages to get a flip book effect etc.

Another video showing the various options available will be out soon and the system will be in the Asset Store and on our website very soon.

MegaBook Video

MegaBook Video

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

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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.

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Video showing the new Layer

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