MegaFiers Blog

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

Daz3D Morph WebPlayer demo available.

Webplayer demo of the Daz Morph and Wrapping Demo. Click the Image below to launch the demo, Esc toggles the customizing GUI on and off. Right Mouse button and move to change the camera, you can also use the Space or any Shift, Alt, Ctrl or Apple key as an alternative to a right button. Mouse wheel to zoom in and out or Cursor Up and Down. More info on the demo can be found on the Blog Post The trees and flags are also using MegaFier modifiers for the trees it is the Waving modifier and the flags are using the Point Cache system.

Click Image to launch demo

Daz3D Morphs & Wrapping Video

This is a video of a little Avatar or character customization demo we have put together to show the new Daz3D direct morph import system and to show the wrapping system in proper use. The main character is a Daz3D character that has been decimated to a lower poly count to make it more suitable for games, and then exported to an FBX and imported into Unity. Then using our new Daz3D to MegaFiers to connection you can just point the system at any directory that holds .dsf morph files for the character and the system will read in all the available morphs, you can then choose which of those you want to apply to your character and hit load. The system will automatically match the morphs to the Unity character regardless how much you have reduced the poly count from the original.

The clothes in the demo have no morphs at all they make use of the Wrapping system in MegaFiers so you just need to select any item you wish to fit your character, add the wrapping component and apply it, once applied the clothes or other items will conform to whatever morph the main character is performing so you need not worry about creating loads of morphs for your clothes etc. The items to be wrapped do not even need to be rigged to the bones to work.

We will be doing a video showing how this demo was put together and the workflow for the new Daz3D connection. And the webplayer demo of this will be uploaded shortly.

The flags in the demo are animated using the MegaFiers point cache system and the trees blowing in the wind are done using the Waving modifier.

Music: ‘Soaring High’ copyright © 2013 Grant Stevens – Under license from Varazuviwww.varazuvi.com

Daz3D Video

Exporters Updated

We have made some improvements and done some bug fixes to the various exporters for MegaFiers. The 2013 and 2014 Max exporters would crash when exporting progressive morphs as well as not correctly exporting target percents and names, so that has bee fixed. The Blender exporter had a small typo that caused a crash if your morph had no animations. And finally the Maya exporters were not correctly exporting the selected BlendShape instead they were exporting all blendshapes, this would be fine for most cases where you had one object in the scene, but if you had a complex morphing character then it would not work so well. Please note to select the BlendShape you can not just click it in the viewport you need to click the ‘Select’ button in the BlendShape attributes panel.

Changes in 2.44

    Fixed error in the Blender exporter if your morph had no animations.
    Fixed Max 2013 and 2014 morph exporters, were crashing on porgressive 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.

Blender Exporter Bug Fix

While playing with Blender I noticed that there was a typo in the Blender exporter, we have fixed it and updated the exporter so if you are a Blender user and have been getting error messages (no one has reported it so far) when exporting a mor file then please do request the latest exporter via email or support ticket.

MegaShapes Lathe Tool Sneak Peek

Just putting the finishing touches to a new feature in MegaShapes. We have added a Lathe tool so you can spin your shapes around to form meshes. Working on a little Pottery simulator demo to show the system in use, a little sneak peek grab can be seen below.

MegaFiers 2.43 released

We have just submitted a small update to MegaFiers to the Asset Store and our webstore, this sees a couple of small improvements to the Waving modifier to make it easier to use. We have also done a little guide video showing how the waving modifier can be used to make animated flags. Finally we have recompiled the Maya blendshape exporter for the 2014 version of Maya so if you need that just send us an email.

Changes in v2.43
    Added a waveaxis option to the Waving modifier to make it easier to setup the wave direction.
    Beta version of Maya 2014 64 bit blendshape exporter available.

MegaFiers 2.42 released

We have released version 2.42 of MegaFiers, this brings a new modifier ‘Waving’. This allows you to quickly and easily animate waving objects such as flags, plants, ribbons etc. The effect of the wave will get greater the further away from the modifier center it gets, you have control over the wavelength, amplitude and phase of the wave, as well as being able to easily animate the effect. We have also fixed various bugs in the Multi Volume Select modifier and added a guide video for it as well as its own help page.

Waving Modifier

Multi Volume Select Video

Changes v2.42
    multi vol select missing position handle bug fixed
    Selections now update automatically when you drag volumes around in multi volume select
    Selection now update automatically when you drag volumes around in volume select
    Adding a volume from multi volume select now updates selection automatically
    Deleting a volume from multi vol select updates the selections
    Changing order value in multi volume select works now
    new waving modifier added
    deleting all volumes from multi volume select now clears the selection
    Enable value added to each volume in multi volume select
    help page added for Multi Volume Select modifier
    Help page added for Waving modifier

MegaFiers v2.41 released

We have released another update for MegaFiers, this sees some additions to the spline system allowing some scaling curves to be used with the basic meshing options for splines. We have also fixed a parsing error in the MCC file importer for the point cache modifier and fixed a memory bug in the Max 2013 and 2014 versions of the Morph exporter. And finally we have added another vertex selection modifier this time a material based selection, this allows you to easily select the vertices to be deformed based on the material. The amount of deformation can be controlled as well as the amount to apply to the unselected vertices if needed. This selection modifier joins the other selection modifiers in the system which are vertex color, Volume and multi volume selection.

Material Select Video

Changes in v2.41
    Added Material Selection modifier allowing deformation of sub material vertices only in a mesh.
    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
    Max 2013 and 2014 exporters have had a memory bug fix.
    Bug in the MCC point cache file parser fixed.

MegaShapes Update


Did a quick update to MegaShapes to make the chain meshing option work for the rope system, and added an example chain to the Rope Scene.

Changes v1.43
    Chain building option now works in the rope and chain system (still in beta)
    Chain example added to Rope Scene
    MegaGrab updated to the latest version

MegaFiers v2.40 released

A new version is available on the Asset Store and our web store, this mainly sees some bug fixes such as frame numbers not being entered correctly on the Morph and Point Cache Animator systems and the vert index slider on the wrap system trying to show one vertex too many. We have also added ‘Order’ values to the various vertex selection modifiers so if you need to change the order you can do so now, before only actual modifiers could have their order changed but now the vertex selection mods can as well. And finally we added in some missing values from the curve deform modifier that must have got lost in a code copy somewhere along the line.

The next update of the system will probably also see a small increase in price which will not effect existing customers but for anyone who is maybe sitting on the fence about a purchase just wanted to give advanced warning on that, the system has been out for nearly two years now and has grown from 16 modifiers to nearly 50 with numerous other systems, helpers and exporters.

Changes in v2.40
    Order value added to volume select modifier
    Order value added to multi volume select modifier
    Order value added to vert col select modifier
    Curve Deforms Max Deviation value now works
    Added the Pos value back in to the Curve Deform modifier
    Fixed Vert Index slider on Skin Wrap causing error when slid to right extent.
    Fixed bug in Morph Animator editor script that stopped some frame numbers from being entered
    Fixed bug in Point Cache Animator editor script that stopped some frame numbers from being entered

Bend Warp and Playing cards

Had an email about using MegaFiers to control the bending of playing cards in a game so decide to show how not only how the bend modifier could be used but also how the Bend Space warp could also be used to do the job even more easily.

The video link has been fixed to show the correct video now, thanks to Daniel Klepel for pointing that out.

Bend Warp Video

Mega Wrap system updated and improved

We have updated the Mega Wrap feature in MegaFiers to allow non skinned meshes to be wrapped onto Skinned meshes, so this could be very useful for adding clothing or facial hair to your characters, this means you do no have to worry about skinning the objects you want to add to your character nor do you need to create the same deformations for the add on items that the base character uses.

MegaFiers v2.38 and MegaShapes v1.42 released

We have just updated both MegaFiers and MegaShapes with improvements to the spline system used by both systems. We have added a simple Line Spline helper shape where you can define how many points you want the spline to made from, this is a nice easy starting point for creating new splines instead of trying to straighten out the other shapes. We have also added a beta of a constant speed bezier system for the spline interpolator, as you may have noticed with normal bezier splines you can get regions where where an object moving along the spline will speed up or slow down, this is due to uneven spacing of knots and knot handles of different lengths etc, this is usually not a problem and in most cases not really noticeable or objectionable but there are times when you do want constant speed along the spline for example deforming a mesh a long a spline or building lofts it is nice to have the option to not have the loft or mesh deform on say tight corners. So now each spline has the option to turn on Constant speed and with that there is a Calc Subdivs value per spline which you can increase or decrease to improve the accuracy of the constant speed interpolation, the default value is 10 which works for most cases, if you have very large gaps between knots then you may need to increase this.

We have also added the help pages for the Dynamic hose and the tracked vehicle systems and updated the MegaShape help pages. The simple loft layer in MegaShapes has also had a twist curve added to it.

Changes in MegaShapes

    Added basic Line Shape to the helper shapes so you can create a simple straight line spline and set the number of points as a useful starting spline.
    Added Beta of Constant Speed option to splines, you can choose per spline if it is a constant speed bezier spline or a normal bezier spline.
    Calc Subdivs value added this will make length calculations more accurate the higher the value, will also make the constant speed interpolation more accurate. This can be set per spline.
    Tank Track help page added.
    Hose help page added.
    Twist curve added to simple loft, useful for doing banked corners etc
    Option added to Simple Loft to Reset curves so there is a keyframe for each knot on the spline, useful when using twist curves etc.
    Fixed bug which showed Duplicate and Delete buttons as greyed out on Scatter layers.
    Updated MegaShapes docs
    Added docs for the meshing options for MegaShapes.
    Added methods to ShapeFollow to allow easy creation of follow targets and getting targets so the weights etc can be adjusted.

Change in MegaFiers

    Changed WaitOne method so valid on IOS stripped builds.
    Added basic Line Shape to the helper shapes so you can create a simple straight line spline and set the number of points as a useful starting spline.
    Added Beta of Constant Speed option to splines, you can choose per spline if it is a constant speed bezier spline or a normal bezier spline.
    Calc Subdivs value added this will make length calculations more accurate the higher the value, will also make the constant speed interpolation more accurate. This can be set per spline.
    Tank Track help page added.
    Hose help page added.

Terrain Plugin update and Max 2014 Support


We have just uploaded a small update to the plugin, this sees improvements to the KML/KMZ import system so that KML files with single placemarks will now work instead of producing very small or broken terrains. We have also change the mesh building pipeline for KML based terrains so the difference in scaling and size issues that were present have been removed and functions such as Zooming that did no work with kml based terrains will do so now. We have also change the limits on some of the params. And we have the first beta of the plugin for 2014 versions of Max.

v1.04
    KML and KMZ importer has been improved, will now work correctly with single placemarks, and scaling of the resulting import will be correct.
    In previous versions KML based terrains did not zoom correctly and used a different system to build the terrains, this has now been removed so uses the same pipeline as normal terrains, so functions such as zooming work correctly on KML based terrains. NOTE this could cause exisiting KML based terrains to change size dependant on settings.
    Some of the limits on params have been raised
    Bet version of 2014 version

Blender 2.66 Exporter update.

We have fixed a bug in the Blender 2.66 shape key exporter which would cause an error if there was no animation data connected to the object, so if you are having errors when you export or finding the mor file is still in use when you try and import it into Unity email us for the updated exporter.

MegaFiers v2.37 Released and 2Checkout

We have just updated MegaFiers to version 2.37, this sees a couple of bug fixes to the dynamic ripple and buoyancy scripts as well as the morph system having the missing limits option added in and small improvement to the mor import where empty morph channels will be ignored. We have also replaced the MoneyBookers payment option with the 2Checkout option to make it easier for customers outside the Paypal countries to purchase the systems.

Toon Wheel Effect

And a little extra video showing the Skew modifier being used to provide a Toon speed effect to a wheel. The little extra script codeis below as well.

using UnityEngine;

[ExecuteInEditMode]
public class LinkRot : MonoBehaviour
{
    public MegaModifier target;
    public Vector3      offset = Vector3.zero;

    void Update()
    {
        Vector3 rot = transform.localEulerAngles;

        if ( target )
        {
            target.gizmoRot = -rot + offset;
        }
    }
}

v2.37
    Added a check to mor loader to not load empty morph channels.
    Added back in the global UseLimits on morph channels option, somehow got lost in an update.
    Bug fixed in Buoyancy script which didn’t take height of water object into account.
    Dynamic Ripple improved to handle different orientations of mesh better.
    No ripples appearing bug fixed in buoyancy script.

MegaFiers v2.35 released.

Version 2.35 of MegaFiers is available no win the Asset store and on our webstore. This brings some updates to the help pages with info on the spline to mesh options as well as help for the wrap system and animator systems. Unity 4 seemed to bring a bug with function names and animation events so we have added some unique methods to the animator systems so PlayClip etc can still be called as events. And we have added a new modifier, the Globe modifier can be used to deform objects so they will sit nicely on the surface of a sphere or cylinder. You can define the radius of the object and the axis of deformation. Once your object is deformed you can simply disable the system and be left with your deformed object.

Globe Example Video

Changes in v2.35
    MegaMorph Animator help page updated.
    Point Cache animator help page updated.
    Added a gap value to the Mega Wrap system so you can easily offset the wrap away from the surface or sink it in.
    Mega Wrap help page added.
    PlayClip methods on Morph and Point Cache animator can be called from Unity Animation events, bug in Unity 4.x work around.
    Beta of Globe modifier added to deform objects to sit on a sphere.
    Updated the docs for the MegaShapes system.
    Added docs for the meshing options for MegaShapes.
    Help page for Globe modifier added.

MegaFiers v2.34 small update and MoneyBookers support

We have just submitted a small update to the Asset Store which extends the Mega Wrap feature to allow skinned meshes to be wrapped onto deforming meshes or onto deformin skinned meshes, this now means for example if you are using morphs or blendshapes to do facial animation or for customizing your character you can easily swap say facial hair meshes and have those automatically deform along with the head so you dont need to create all the morphs for each facial hair object. This will also work for say clothing on an avatar, again just make all the clothing fit the base undeformed character mesh and then when wrapped the clothing will deform along with the avatar.

We have also added the option to use MoneyBookers to our online store so customers who can not use Paypal in their country and can choose the manual checkout option and make the payment via MoneyBookers.

Mega Wrap System

Video showing the mega wrap system, we will be doing a video to show the skinned version just as soon as we have a good test mesh, if anyone has anything we can use then that would be great.

v2.34
    MegaWarp can now wrap a skinned mesh onto another skinned mesh so making things like facial hair even easier as you only need to do the morphs etc for the head mesh then you can swap in new hair meshes that are wrapped to the head and they will deform alongside the head.

MegaFiers v2.33 Update

We have just submitted v2.33 of MegaFiers to the Asset Store and our web store. This sees a couple of minor improvements namely the ability to use a single Morph Animator component to control all morphs in the child objects as well as the ability to define clips in frames as well as seconds. The Point Cache animator also has this option now.

We are also working on adding a constant speed option to the spline system so for objects that follow splines or meshes that deform along them you will have better control over the issue of speeding up and down on complex splines, so expect that in the next update.

And we are nearly done on the the skinned version of the Skin Wrap feature so again keep an eye open for that update soon.

v2.33
    DeepCopy and InstanceObject methods in MegaCopyObjects now return the GameObject they create.
    Morph Animator can now control multiple morphs in a hierachy, so if you have a hierachy with multiple morphs you can animate all of them with one Morph Animator.
    Morph animator now has option to describe clips in frames or in seconds.
    Point Cache animator now has option to describe clips in frames or in seconds.

MegaFiers v2.32 Update

We have just submitted version 2.32 of MegaFiers to the Asset Store and our website. This sees some bugfixes in the MegaShapes meshing system and also a new selection modifier that extends the original Volume Select with a multi volume selection, so you can now easily define different regions of your model that will be deformed, we also added a new box volume type in case the sphere didn’t suit your needs. The volume positions can also be controlled by target objects, useful for pushing bulge effects along pipes etc. We have also added weighting values to the Volume Select and the Multi Volume select to give even better control over selection, and finally an option to freeze the current selection so it wont be calculated every frame if nothing changes.

v2.32
    Sped up display of vertex weights in volume selects
    Fixed SetActive() error
    Added weighting value to Volume Select.
    Added weighting value to Multi Volume select volumes.
    Added Freeze Selection option to Volume select so current selection is frozen so saving time.
    Added Freeze Selection option to Multi Volume select so current selection is frozen so saving time.
    Added a Multi volume Select modify for more advanced vertex selections, using sphere or box volumes.
    Added box volume type to Vol Select modifier
    Updated MegaGrab to latest version.
    Fixed Mesh Fill option not working correctly if shapes were generated with an axis value or X or Z.
    Fixed errors on 4.0 and 4.1 for SetActiveRecursively
    Cursor position is now a per spline value instead of a single static.

MegaShapes v1.40 Update

Version 1.40 of MegaShapes has been submitted to the Asset Store and is also available onour website. This fixes problems when layers built on a loft surface extend past the start or end of an open surface, previously the mesh would loop back to to the start causing stretched meshes, it will now interpolate correctly past the ends. It also fixes filling in of splines when different axis are selected.

Changes in v1.40
    Removed MegaMOrbit file which caused an error if MegaFiers and MegaShapes installed.
    Fixed Mesh Fill option not working correctly if shapes were generated with an axis value or X or Z.
    Fixed errors on 4.0 and 4.1 for SetActiveRecursively
    Cursor position is now a per spline value instead of a single static.
    Fixed problem with layers extending beyond surface loft wrapping around causing meshes to stretch etc, will now work correctly.
    Added option to Simple Loft layer to choose the origin of the UV, either from start of loft spline, or start of the loft.
    Added option to Complex Loft layer to choose the origin of the UV, either from start of loft spline, or start of the loft.