Portfolio
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Daz3D Avatar and Wrapping
Daz3D Avatar and Wrapping demo.
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MegaFier SteamPunk Scene
SteamPunk style demo scene for MegaFiers tutorials.
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MegaFlier MkII
Demo scene used for a series of video tutorials on the MegaFiers system.
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Scatter Test
Demo of scatter system, areas are defined by curves and lists of objects will fill those areas to set limits, density can be adjusted for lower GPU's and all meshes optimized for draw calls etc.
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Tire Deformation System
Tire deformation system to be used in an upcoming game, allows for deformation in almost anyway needed for tires and can run on mobile devices.
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Car Dynamics
First test of our custom car dynamics system working in Unity, this is a high fidelity system that was developed for a Formula 1 teams in house simulator.
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Tree Builder
3DS Max plugin I developed to build any kind of trees. Trees can grow along splines and foliage be contained by walls etc.
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Playroom Demo Scene
Playroom demo for MegaFiers created to showcase each modifier in a fun scene.
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First Test of MegaFiers
First test of the MegaFiers system in Unity, just a few basic modifiers.
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Street Racer for SNES
This is a racing game we did for Ubisoft, not quite MarioKart but we were limited to a cartridge half the size and no SFX chip so not too shabby, plus we had 2, 3 and 4 player modes.
No comment
28 November 11 at 6:43pm
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The Unity Asset store, open the asset store in side Unity and search for MegaFiers
27 December 11 at 8:43pm
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Hi,I need the megamesh function,how long this feature release.my english is very poor,sorry
27 December 11 at 8:53pm
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Hi There I hope to be working on all the new systems during January, if it looks like it is taking a long time I could well do an early adopter approach where first release is cut down systems but get extended like MegaFiers did if there is a demand for it. Chris
27 December 11 at 11:05pm
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Good idea, maybe today, I hope. Only need boolean system.Calculate the coordinates of mesh almost drive me mad.And how to pay?I am in China.
30 January 12 at 3:41pm
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Hi There Currently you could maybe do this with the displace modifier but you would need to get the height data into a texture. I am working on some new modifiers that will allow this functionality using one mesh to deform another but I dont have a date just yet as to when that will be ready. Chris
30 January 12 at 4:57pm
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Hi Chris, thanks for your quick answer. I cant wait for the release of the new feature you described! By the way, I bought and downloaded Mega-fiers. I cannot find the assets needed by the displace modifier (such as ground.mat)... can you help? Thanks, Simone
19 February 12 at 3:11pm
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Hi, I was wondering if your flip book does work with touch gestures? Not just pushing on buttons, but turn pages with fingers and zoom in to pages to read content. Also can a book be loaded from XML? Thanks Greg
19 February 12 at 3:35pm
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Hi Greg The Book script is provided as an example of scripting the MegaFier system to do something more advanced than the basic modifier effects so it is not totally feature rich, I do plan on extending the system to a vastly improved one when I get MegaShapes and MegaMesh out, but until then all you need to do is link a gesture input to the bookalpha value in the script, so for example I have added a snippet of code above that shows how the mouse or keys can be linked to the book alpha value to interact with the book. So that could be extended easily to take a left or right gesture and add an appropriate amount to book alpha. Chris
19 February 12 at 8:39pm
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Hi Chris, Great info, thanks a lot for your prompt response! Looking forward to see how it will turn out! Greg
26 April 12 at 6:00am
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Nice tutorial as always. Mega-Fiers is a fairly large and complicated asset, so I would like to watch all the tutorials to help me use Meg-Fiers (and coming megashapes) to its full extent. Unfortunately this site crashes safari on my iPad1 and it is difficult to find all the tutorial videos on youtube. Could you make a youtube channel of just tutorials please. Cheers, Grant
26 April 12 at 8:49am
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I am trying to fix the site for mobiles, there is supposed to be an option if you view the site from a phone or tablet to switch to a more friendly format but the button gets hidden for some reason. I will create a tutorial playlist on my Youtube channel for easy finding of all the tutorial videos. Chris
21 May 12 at 1:42pm
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Hi chris, All your work is looking so great. Congrats for that. Can't wait for seeig that collision deformer in the main application. Regards, Fred
22 May 12 at 5:55am
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I'm very excited about the real-time lofting you've developed- will real-time shape-tip capping be available?... as well as possibly tube-wall thickness. Also- will this be able to play nicely with the boolean stuff you've been working on. As it stands your plugin already solves a lot of my issues- it really looks amazing. Was also curious about Maya curve importation... I will stop asking so many questions now.
22 May 12 at 8:00am
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Capping is on the list or features to add, I have the code done already as it is used in the making meshes from splines so just need to add it back in. Tube wall thickness is something I will add in a later update. This product like MegaFiers was born from a system we use in our game so its feature set will expand over the coming months in the same way that MegaFiers has grown from 16 modifiers to 45. So keep the ideas and suggestions coming. Should be no reason why a mesh created with the lofter cant work with the boolean system. Maya and Blender spline exporting is also on the list, just need to check that they use the same type of splines as Max, if they don't then I will need to figure out whatthey do use.
29 May 12 at 4:07pm
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Cool Demo Scene, I struggle with the F1 - F3 buttons as MS IE Explorer goes to help or search everytime! Otherwise awesome!
07 June 12 at 8:19pm
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Great to hear- was wondering if FFDs could be copied and possibly mirrored. I'm assuming they can now. Super glad to hear MegaShapes is mega shaping-up. Will it be a part of Mega-fiers or its own separate system?... Getn' mega-twitchy in anticipation.
07 June 12 at 10:28pm
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FFD's can be copied now if you use the Copy Object function or the new 'Copy' buttons on the Modify Object inpsector. I haven't done a mirrored copy as I dont quite know what you mean by that? MegaShapes is very close to release think I have 20 things left on the check list. This time it will be a separate system.
10 June 12 at 12:07am
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With regards to mirroring- I am interested in copying an object with an animated FFD and then scaling it with a negative one and still have the animated FFD work as if it were mirrored. I still need to buy the script so I haven't had a chance to find out on my own. This is all for a medical visualization project.
20 June 12 at 3:08pm
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How would you go about keeping this component's World Space rotation at 0,0,0 as the object rolls? On a side note, GetComponent(MegaTaper) in javascript is proving error prone for me. I moved the Script files to the Plugins folder, but it still isn't recognizing. Any tips? Thank you.
20 June 12 at 3:52pm
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Interesting question, you would probably need to get the inversion quaternion of the rotation, and from that get the euler angles and put those in the Gizmo Rot values. There is also the Taper Warp which you could attach to a parent object that doesn't rotate and then bind the object to that, then it would be free to rotate inside the Taper Warp. Not sure why you are getting an issue with MegaTaper and javascript, there is nothing special about it, is it just MegaTaper?
20 June 12 at 6:37pm
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Thank you very much for your help. I will try your suggestion. As for the MegaTaper javascript issue, I'm pretty sure it is on my side. Thanks.
27 June 12 at 8:31am
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Hello,my name is silent,I am chinese,english is not good,l don't know how to use this scripts,so can you give me a demo,my Email is fanxu1218@hotmail.com,thank you very much.
27 June 12 at 10:15am
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Hi There, the best way to learn how to use the PageFlip would be to look at the MegaBook.cs source code and view the video above (fixed the broken link)
27 June 12 at 10:31am
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I am in china ,I can't watch the youtube.
07 July 12 at 5:42am
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very useful tool!!! well done mega-fiers team.
06 November 12 at 8:21pm
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Can I make vertex animation on another 3d program, such as blender, maya or Cheetah, and export as a .fbx file to 3ds max and there use your exporter of veretx animation and then put on Unity?
06 November 12 at 8:29pm
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This particular modifier is aimed at 3ds max but the point cache modifier is probably what you need, that uses industry standard .mdd .mc and .pc2 files to play back baked animations, check out the Point Cache page at http://www.west-racing.com/mf/?page_id=1335
27 November 12 at 9:47am
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Any chance we can import our own DEM data, have DATA for Norway, that is not covered in ordenary bases. Also the textures looks so uniform with you, did you photoshop them, on my google earth it is a loot of squares in the textures,(comming from that the texture is generated another day in google)
27 November 12 at 11:56am
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Currently we just use the standard DEM data, we are looking at adding different data streams but currently we have no direct option to load files but in theory it could be added quite easily. On the texture front all the textures are taken directly from GE no touching up, sometimes you can find a more even set of imagery in GE if you use the historic imagery option or look for other KML sources of imagery such as NASA Blue Marble overlays etc.
03 December 12 at 9:37am
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can you share your project Chris?
03 December 12 at 10:18am
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There really isn't anything to share the project was created as a tutorial for users to recreate so it was deleted after the video was made. The video shows all the steps needed to recreate the scene. If I can find a few minutes then I will see about making a scene in the package with a book in it.
04 December 12 at 1:43pm
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good
10 December 12 at 9:50am
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Can't wait!!
10 December 12 at 9:51am
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Can't wait!! :)
10 December 12 at 9:53am
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If you can get rid of the rubber feel of an long tensioned rope, that physx cannot handle well, this is a break through!
02 January 13 at 11:03pm
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Very interesting! I look forward to testing this out. I am a 3D guy that ended up working in GIS. I still do some 3D Visualizations and anything that helps to cleanly tie GIS data into traditional 3D packages is very exciting for me.
19 January 13 at 3:56am
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Very good
06 February 13 at 10:33pm
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This looks just like what I need as I don't have 3d study Max. Any estimate on when it will be ready for download / purchase?
07 February 13 at 1:50am
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It should not be long until we are ready for the first release, just need to merge the Unity Terrain generation side in with this code and it will be ready.
05 April 13 at 9:46am
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How is the release of this looking?
07 February 13 at 1:24am
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Inspired work! A few question: - Will the system support mobile? - Will the system support offline usage? like pre-cache a region data (ship with binary) so it will never need to visit network? - Who is going to hosing the DEM data service. Is that big?
07 February 13 at 1:53am
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The system generates Unity terrains at the end of the day so it will be compatible with all platforms that support that as well as all the extra shaders and systems that are available for Terrains in Unity. The files are cached onto your machine so they are only downloaded once, the entire elevation set at the moment is a little over 20GB and is hosted by the USGS, we do have our own server hosting as well, and we plan to add new data sources to that.
08 February 13 at 6:59pm
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Super Cool feature! Cheers!
07 March 13 at 2:48pm
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Hello, is there a way to add different material to the page mesh sides so could have a different material for every site of the page mesh, 6 materials in exact. Thanks
07 March 13 at 3:00pm
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Not as it stands at the moment, it is only a helper you can always use Max, Blender or Maya etc to build the mesh you want with the required materials, It would not take long to update the script to use 6 materials, I may add that option in the next update.
26 April 13 at 8:33am
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Hi - this gets my vote too. This would be very useful for dynamically placing lines of preset text (stored as textures) on a page at runtime, for example. The texture boundaries of a custom page mesh defining the regions of text would be defined externally in a 3d package. Since adding the Page Flip script directly to such a custom mesh doesn't work out of the box, I have tried naively changing the MegaPageMesh code to use an alternative mesh asset imported (as an FBX) from a 3D package, together with its materials, but it appears the MegaFiers code just rebuilds the default page mesh from scratch whenever the Page Mesh params are altered in the Editor, immediately replacing the custom mesh. Any chance you could post up how to do this, or even better tell us when such an option might be coming?! Thanks
26 April 13 at 10:58am
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Little confused :) If you made a page mesh in a 3d package then you don't need the Page Mesh system just import your page mesh into Unity, add it to the scene and apply the Page Flip modifier to it, the Page Mesh was added just as an easy way to make page meshes with adjustable vertex counts. Am I missing something?
26 April 13 at 2:32pm
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Thanks for the reply. Well that's what I was hoping would happen ;-)...ie just import my (simple 10x10x1 box with 12 materials) mesh into Unity (3.5.6), apply the Page Flip modifier (MegaFiers v2.24), and bingo. However, when I add the modifier to the instantiated object in the scene view, the original mesh just disappears, and the MeshFilter slot, which contained my original imported mesh "Page", is replaced by "Page Instance", and now appears to be an empty mesh. If I manually replace this in the Inspector with my original "Page" mesh from my Assets, the correct mesh re-appears in the scene, but none of the Page Flip modifer parameters (eg "turn") have any effect on it. I can see the gizmo outline bending, but the mesh is unaffected. Whereas if I use the MegaFiers Page Mesh helper and then apply the Page Flip, it flips perfectly, but then I only have front, back and side materials...
03 January 14 at 9:46am
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Hi, is it possible to use this as crane wires, also with collision on the wires? And also be able to lift heavy weights? The cranes are also dynamic.
03 January 14 at 11:07am
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MegaWires is designed to really just do dynamic wires for things like telegraph poles or cable cars etc, for cranes you would need a proper rope/chain system, there is a rope system in the MegaShapes package or other such systems on the asset store.