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A while ago I wrote a custom inspector and there was some public variables in that I could fill with default values through the script importer...
@stefmen: The rendering isn't the big issue now. My first goal is to make it work smoothly on pc. But by making the the mesh less smooth it would...
@Dan Dixon: Sorry, I'm working on some other personal projects right now, but this one is always on my to-do list. I'm trying to optimize my...
Ok, so, new update ! I managed to improve a bit the performances by re-thinking the way the renderer works. Also, the "vibration" thing is less...
Well, now it gets tricky ... I works quite well but to slow ... I need to find a way to speed this up. Any idea ? If I convert my scripts from JS...
@megmaltese : You're talking about something like this : [IMG] Again, click the image to test the webplayer.
Hey, new version ! I managed to get this to render by chunks, so we have gained some performances. I added a "Multi-Thread" button, that switch On...
@mgear : Here it is ! But watch out, It's not really optimized for now. Link
Hello everybody. I'm currently working on making a particles renderer that behaves like the so called "Blob Mesh" in 3dsMax. If I'm fine with...
It would give this : [IMG] Of course, this solution could also be done with a skinned mesh and 2 deformers.
I've just tried to manually set the normals on the "future" sides of the cube to avoid the strange normals transition that appears while blending...
It gives this result : [IMG]
@bumd198: I found another workaround : After a few tests, I deducted that Unity or the fbx exporter is making some mesh optimisations that I...
@bumd198: What you're asking is possible but requires a bit of mesh tweaking. After I made the tool, I tried to morph from a sphere to a torus, by...
@tonytage : I've imported your models in Unity and effectively, it wasn't the same number of vertices. Like I said, use the button "Set Max...
@tonytage : Hello, thanks for using our product ! When modifying the shape of the nose, I think maya has re-interpreted the normal smoothing and...
@adamzeliasz : Thanks guy ! You've got a tough question. For saving the parameters to a file while in play mode, I think you will have to deal...
@Zyxil: Yes, indeed, extracting such many blendshapes to create single meshes would be painful. Maybe you could use a script in your modeling app...
@Zyxil : I've juste tested Evolver and imported a character to Unity. The blend shapes are contained in the fbx information, not as separated...
One question again : How do you manage to have no visible seams in the normals between your chunks ? For my own I merge all the chunks meshes with...