MegaFiers Blog

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.

MegaFiers promo video

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

Tracked Vehicle System Added and Updates.

Due to numerous support requests about using the Path De-formers in MegaFiers for doing tank tracks etc, I thought it would be worthwhile adding a dedicated Tracked Vehicle system to MegaShapes, this system will position objects along a spline that defines the shape of the track making it very very fast as opposed to using the complex Path Deform modifier. The system also has a helper system to link automatically wheels to the track movement. The spline can be changed at any time so with some scripting you can do a simple raycast system to adjust the spline shape to the ground or use wheel colliders that position spline points etc. This is the first draft of this system and it will be available in the next update of MegaShapes.

Tracked Vehicle System

We have also updated both MegaFiers and MegaShapes to incude the system above as well as some improvements to the Dynamic Hose system that was added not long ago.

Changes to MegaShapes in v1.38

    Updated BezFloatKeyControl to match the new MegaFiers version.
    Added Do Late Update option to Hose system
    Added option to disable hose updates if not visible
    Added Tank Tracks System
    Added Tank Wheels helper system
    Hoses named correctly when created.
    Fixed hose not initializing correctly on creation.
    The hose system now works correctly with prefabs.
    Hose Freecreate mode disables automatically if end objects defined.

Changes to MegaFiers in v2.29

    Added a error dialog when malformed PC2 files are loaded.
    Added Do Late Update option to Hose system
    Added option to disable hose updates if not visible
    Added Tank Tracks System
    Added Tank Wheels helper system

Mega Terrain for Unity First look

This is the first look at our Terrain system running inside Unity. The system allows for easy generation of real world terrains from DEM data. The data is automatically streamed so all the user needs to do is input the coordinates of the place they would like to model and the terrain is generated. You can then scroll around and zoom in and out, or change the gradient coloring and when you are happy the system can be asked to turn the area into a Unity Terrain tile or multiple connected tiles.

This is an early test of the system, we have plenty more features to add as well as the texture grabbing option. The system is already available as a plugin for 3DS Max and comes with scripts to import the data into Unity but this extension to Unity will make life even easier for anyone needing to build real world terrains for simulations or games.

Some more updates

Another update has been released for MegaShapes and MegaFiers, this brings some small bug fixes mainly to the Hose system, but there are a couple of other fixes. Full details are below.

Changes to Megafiers in Version 2.28

    Option to toggle spline display for Hose system.
    Hoses named correctly when created.
    Fixed hose not initializing correctly on creation.
    The hose system now works correctly with prefabs.
    Hose Freecreate mode disables automatically if end objects defined.
    Small fix to Morph Animator inspector.
    Small fix to Point Cache Animator inspector.
    Volume Select now has a target value so you can link the volume location to a gameobject.

Changes to MegaShapes in Version 1.36

    Hoses named correctly when created.
    Fixed hose not initializing correctly on creation.
    The hose system now works correctly with prefabs.
    Hose Freecreate mode disables automatically if end objects defined.

Hose help page and video guide added.

We have added the help page for the Hose system included in MegaFiers and MegaShapes as well as a video guide to the features of the system which can also be found below. The help page is Here

Video Guide to the Hose System

Another Update to MegaFiers

We have just released another update to MegaFiers, we noticed that the Maya blendshape animation playback was not always 100% correct so after some investigating it turns out Maya uses Hermite splines for its animation controllers as opposed to the Bezier type used by Max and Blender so we have added a Hermite Animation controller to the morphing system and updated the Maya exporter and import code so now all should be perfect in the world of Maya based animated blendshapes. You will need to update your Maya exporter as well.

Also in this update we have added some extra code to the Point Cache modifier importer to try and automatically fit more data, we had some reports of data not mapping and it seemed that some modifiers in Max were altering the object offset in the modifier stack so breaking the point cache mapping system, so an extra option has been added to the Point Cache inspector above the Load buttons called ‘Mapping Adjust’ If your point cache file gives a mapping failure error then try importing again with that option checked.

Changes in v2.26
    Imported Maya blendshape animations now 100% correct due to new Hermite animation controllers.
    Maya exporter updated.
    Point Cache modifier has improved mapping detection options.

MegaFiers and MegaShapes are updated.

We have just released updates to both MegaFiers and MegaShapes, we have added the dynamic Hose system to the basic version of MegaShapes so you will find it in MegaFiers as well (a late Christmas present). Also in MegaFiers we have a couple of menu items and methods to help with using deformed objects in your scene, there is a ‘Mega Create Instance’ now which will copy the selected object into the scene but without all the MegaFier components and if you change the original object the instance object will also change, and to go with that we added ‘Mega Deep Copy’ which will allow copying of deformed objects in the scene and allow the copy to be deformed independently, we had this before but it didn’t work for Skinned deformed objects but now it does. We also fixed a bug in the Point Cache Animator system which stopped it working correctly and more importantly we found a bug in the Maya blendshape animation system which meant the playback could look wrong. If you are a Maya user then please do request the latest exporter and make sure to get the latest MegaFiers updates if you noticed errors in the animation playback.

The complete list of changes for each system are below:

Changes for version 2.25 of MegaFiers

    Removed error when platform set to Flash.
    Mega Deep Copy added to GameObject menu which will allow copying of objects and skinned objects in the scene, MegaCopyObject.DeepCopy(obj) can be used from script.
    Fixed bug in Point Cache Animator that stopped it working.
    Added Mega Create Instance to GameObject menu to make proper instance copies of Modified objects in the scene. MegaCopyObject.InstanceObject(obj) can be used from script.
    Added Mega Hose system to MegaShapes, easily connect two objects with a flexible hose.
    Added Mega Hose Attach to MegaShapes, attach objects to the hose.
    Fixed a bug in the morph animation playback when used with mor files exported from Maya.
    Maya morph exporter updated to fix animation issue.

Changes for version 1.34 of MegaShapes

    Replaced use of GameObject.active with GameObject.SetActiveRecursively() to be compatible with Unity 4.0.1
    Added Mega Hose system to MegaShapes, easily connect two objects with a flexible hose.
    Added Mega Hose Attach to MegaShapes, attach objects to the hose.
    NormMap renamed to avoid naming clash.
    MOrbit.cs script renamed to avoid errors if installed with MegaFiers

New feature coming very soon.

A little teaser picture of a new feature we have just added to MegaShapes, there is also a video of the little demo running below, I will be posting a video showing the features in detail soon.

Hose Demo Video

This video shows a quick demo scene to show of the new Hose feature we have added to MegaShapes, this allows you to link two objects with a flexible hose that will naturally bend and flow between the two connections. You have complete control over the mesh generation and can choose round, square or D Shaped hoses, and you can adjust the fillet radius for sharp corners. You can also define a region for corrugations and set the number of cycles and radius change. You can also set a bulge curve so you can simulate fluid flowing along the hose or inflating the hose.

The rail that the objects are moving along was also created using MegaShapes with the spline to mesh option, and a little extra script was written to generate the posts the splines rest on.

Professor MacSpeedee’s Test Chamber Demo

Here is the webplayer demo of the Professor MacSpeedee’s MegaFier Test Chamber in which he conducts research into procedural animation and deforming poor defenceless meshes in unimaginable ways. The demo also shows a Camera Cut Scene system for controlling the demo mode and the Camera system for implementing various camera types with shake and cross fading etc, if there is any interest the camera system could become a new asset. All the switches, dials, sliders, and Nixie tubes are controlled via custom scripts so they can be wired to controls, values etc.

Click Image to launch Demo

F1 to F3 changes camera modes, with mouse and WASDEC keys changing the position and direction, mouse wheel will zoom, and cursor keys will change the camera targets. Space will toggle the Cut Scene demo mode and keys 1 to 4 will toggle various image effects.

MegaWrap system quick video and v2.24 released

The Mega Wrap system allows you to drive the deformation of one mesh from another meshes deformation. So for example if you have a character with clothes or facial hair it can be made to automatically morph along with the base character so you can swap in different meshes without having to setup the deformations or have morphing data for it.

We have also just released version 2.24 of MegaFiers, this brings the MegaWrap system as well as bug fixes to OBJ importing for morphing data that was broken by excessive error checking, and the Mega Copy Object will now work correctly with skinned meshes. Version 2.24 is available now on the web store page or the asset store.

v2.24
    NormMap renamed to MegaNormMap to avoid naming clashes.
    Fixed Load Mapping bug when working with OBJ files and morphs.
    Mega Wrap improved you can now set the max number of mapping points to use and the best ones will be used.
    Fixed bug in Mega Copy Object when used with skinned meshes.