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[Best Development Tool Finalist] MegaFiers - 2 40x Performance & Loads of New Features

Discussion in 'Assets and Asset Store' started by SpookyCat, Feb 23, 2021.

  1. SpookyCat

    SpookyCat

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    @ShizofMalkavian - Could you submit a support ticket at our website so I can get your questions put into the queue for dealing with, I will certainly look at getting the Blendshape workshop working with groups as that would be useful.
     
  2. ShizofMalkavian

    ShizofMalkavian

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    You mean I should post it as a new idea in uservoice page?

    Do I use Contact Support button for that? It's kind of unclear.

    Edit: Sent using that.
     
    Last edited: Jan 19, 2022
  3. WonkyDonky

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    @SpookyCat Would this be suitable for "dynamic" face damage? Like flattening a characters face or bending the nose after its been punched? Blenshapes Workshop video seemed like way to make it work, (baking it beforehand) Can the process of baking be automated for multiple characters?

    + How much faster is the Rubber modifier now compared to Megafiers 1 version?
     
    Last edited: Jan 20, 2022
  4. ShizofMalkavian

    ShizofMalkavian

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    On further investigation, the thing I wanted to do is apparently possible with Mega Volume Select according to the videos in your website. But those scripts seem to be disabled in Megafiers 2. I tried to set them back to true to make them show and fixed a few tiny errors, but it doesn't seem to be working unfortunately. Is there an ETA on those Selection Modifiers?
     
  5. SpookyCat

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    The various selection modifiers are depreciated and replaced with the Color Selection system. You can either paint your objects in your 3d package or use Unity Polybrush to do it directly inside Unity.
     
  6. SpookyCat

    SpookyCat

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    A new version has been submitted to the Assetstore. This adds a very simple demo scene for the Scroll system so you can see how it works. Also fixed an issue where any Blendshapes created inside Unity are not saved by Unity from Session to session, so created a system to work around that Unity Bug so now any Blendshapes made with MegaFiers are saved nicely.

    Changes in Version 1.26
    • Added a simple demo scene for the Scroll System.
    • Unity has an issue saving Blendshapes created directly in Unity, so added a new system to fix that problem so Blendshapes created by MegaFiers are now kept nicely.
     
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  7. SpookyCat

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    Another small update, this fixes an issue in some cases where the FFD control points could drift while being edited due to floating point errors accumalting.

    Version 1.27
    • Fixed an issue with the FFD modifiers where the control points could drift while editing due to floating point errors.
     
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  8. SpookyCat

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    Another quick update, was contacted with an issue with FFD control points movements not working correctly with the various mirror options enabled, and also the mirroring was not working for multiple selected control points, this has been fixed now.

    Version 1.28
    • Fixed an issue with the Mirroring of moving FFD control points.
    • Mirroring the editing of FFD control points now works correctly for multi selected control points, before only the first selected FFD control points movements were being mirrored.
     
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  9. SpookyCat

    SpookyCat

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    Just found out MegaFiers 2 has been nominated by Unity in the Best Development Tool category for the upcoming Unity Awards, please do consider voting for us at The Unity Awards Web Site
     
  10. Image3d

    Image3d

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    Hi Cris, point cache seems not to be working in WebGL in Unity 2021.2.11f1... can you take a look please..
     
  11. SpookyCat

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    Can you submit a support ticket at our website and outline the steps you are taking so I can recreate the problem.
     
  12. Image3d

    Image3d

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    Support ticket submitted.
     
  13. SpookyCat

    SpookyCat

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    @Image3d - Thanks for that, found and fixed the problem, thanks for pointing it out.

    A new version has been submitted to the Asset Store this fixes an issue with the Point Cache modifier in WebGL or No Jobs builds, also removed the WebCam modifier to stop issues with Mac Builds and permissions etc. And fixed a small bug when using the Vertex Colors to select where deformations happen on a mesh. Should be available now in the Asset Store.

    And a little reminder that MegaFiers 2 has been nominated by Unity in the Best Development Tool category for the upcoming Unity Awards, please do consider voting for us at The Unity Awards Web Site

    Version 1.29
    • Fixed an issue with the Point Cache Modifier not working if No Jobs is selcted or building for WebGL.
    • Removed the DisplaceWebcam modifier which could cause issues on Mac platforms.
    • Fixed an error if you have a single modifier on a mesh which is using Vertex Colors to limit the deformation and you then disable the modifier.
     
  14. Image3d

    Image3d

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    Thanks for the fix, Chris...fantastic work !:) Point Cache working now on WebGL...:D

    Just voted for the Unity Awards...
     
    Last edited: Mar 2, 2022
  15. SpookyCat

    SpookyCat

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  16. SpookyCat

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    Another quick update, this fixes an issue with the AutoCurve spline system which was causing odd results for the end of splines when smoothing was applied on open splines, now works correctly.

    Version 1.30

    • Fixed some issues in the Spline Auto Smooth system where expecially on open splines the end point handles could be wrong.
     
  17. villaman

    villaman

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    Hello,
    I am using Megafiers - 2 in the Editor and applying modifers to a GameObject. My question is whether it is possible to save the modified mesh in a way that does not require the continued presence of Megafiers components?

    For example, I add "Mega Modify" to the GameObject, then I add a "Stretch" modifier and modify the object. Elsewhere in this forum I think I understood that I can remove the components and the modified mesh will be available. Indeed, if I remove the "Stretch" modifier, the object still remains stretched. However, the moment I remove the "Mega Modify" main component, the object snaps back to its original dimensions.

    Is there a way to save the modified mesh (when modified in Editor Mode), such that it retains its modified shape without the presence of Mega components? Essentially create a modified Mesh asset?

    thanks
     
  18. SpookyCat

    SpookyCat

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    You can just delete the components if you have a mesh deformed as you like. Also you can bake the deformations to Blendshapes using the built in BlendShapes Workshop, below are a couple of videos showing that system and it being used to display hundreds of deformed Rockets all being GPU Batch rendered and all being able to animate separetly.

     
  19. SpookyCat

    SpookyCat

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    MegaFiers 2 is in the Spring Sale at 50% Discount.
     
  20. SpookyCat

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    A very small update is available which fixes an issue with the Melt modifier when applied to a group of objects, also sped the modifier up a bit.

    Version 1.31
    • Fixed a bug in the Melt modifier when used with a group.
    • Melt Modifier sped up a little.
     
  21. SpookyCat

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    Had a fair few requests to see if could make deformations work better with skinned characters, so had a think and finally came up with a fast way for applying the deformations after the skinning has taken place. This makes deformations work much better on animated skinned meshes. Previously you could deform a skinned mesh but if you deformed the vertices too far from the t pose position then you could get nasty artifacts.

    Below you will see a side by side comparison of a Skinned Mesh befing deformed by the same modifiers so you can see the difference it makes. This feature will be in the next update, and will see further improvements in upcoming releases.
     
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  22. MikeUpchat

    MikeUpchat

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    Thank you so much for your continued support with your assets and listening to what your users need. This will be so useful in my game projects, being able to add animation effects without having to create animation clips, and being able to control it all procedurally from script without having to the already complex controllers is massive. This works with Blendshapes as well I'm hoping?
     
  23. SpookyCat

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    @MikeUpchat - Yes works fine with Blendshapes as well.
     
  24. SpookyCat

    SpookyCat

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    New modifier coming in the next update. The Poke Modifier allows you to poke objects as if they are Soft Objects. The MegaFiers Dino Soft Two has two pokes added to poke his nose and tummy in the video. This works the same as the Blender Warp Modifier so if you know that you will be at home with the Poke Modifier in MegaFiers 2.
     
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  25. netpost

    netpost

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    @SpookyCat Great work! The new skinned meshes transformation and poke modifier are really nice add-ons features.
     
  26. SpookyCat

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    Quick guide on how to use the Deformble Skin system as well as the Poke Modifier. Update being submitted today.
     
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  27. SpookyCat

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    A few examples of what can be done with the Poke modifier, these are by https://twitter.com/SayuriArtsy Who is the person who asked for this modifier to be added.
    demo.gif
    demo 2.gif
    Skin contact.gif
     
  28. SpookyCat

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    A new update is in the Asset Store, this version makes MegaFiers 2 compatible with the latest releases of Burst and Jobs, also fixes a couple of modifiers that would cause an issue with the latest version of Jobs (0.50).

    Changes since Version 1.31
    • MegaFiers updated to support latest versions of Burst and Jobs
    • Poke modifier updated to fix an issue with the Latest Jobs version not liking empty arrays
    • Waving modifier updated to fix an issue with the Latest Jobs version not liking empty arrays
    • Added a curve option to the Waving modifier so you can control where on the mesh the waving happens, useful for trees.
    • Added Support for Deformable Skinned objects to get correct deformations even when animating and vertices are deformed a long way from the rest pose
    • Added a new Poke Modifier allowing you to interact with objects as if they were soft, great for Skin, punches, soft toys, pillows, beds and so on.
     
  29. SpookyCat

    SpookyCat

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    New version submitted to the Asset Store. This adds a new option when deforming Skinned Meshes where you can limit the effect of the deformation to certain bones, so for example if you used a modifier to make your character look fatter you can set any vertices used by the head bone to not deform, or deform to a percent of the whol deformation. The Deformable Skin inspector shows all the weights for each bone used for the mesh, and there is a handy search option to find bones quickly in complex characters. Also fixed a very issue on VR platforms where Unity would somehow lose the normal info for a mesh in a build which would cause an exception. MegaFiers will now check for missing normals and recalc them if needed.

    Use the Set Value button to set all the Bones shown in the Inspector to that value. If you search for '.' it will show any bone that has a non 1 value set for easier quicker editing of weights.

    Screenshot 2022-06-23 131116.jpg

    Changes in Version 1.35
    • Fixed a rare bug on some VR platforms where Unity could lose the normals on a mesh in a build. Put a check in for that to automatically rebuild normals if Unity decides to lose them.
    • Added a beta feature to allow you to select which part of a skinned mesh is deformed by using vertex bone weights. You can set per bone how much any vertex using that bone is deformed.
    • The inspector for Deformable Skin now has a section showing the bone selection weights.
    • There is a search option to show the bones you want, type in part of a bone name ie spine and only those bones will shown
    • If you put '.' in the search it will only show the bones whose weights are not 1
    • A Set Value option added so you set that value to any bones showing.
     
    Last edited: Jun 23, 2022
  30. SpookyCat

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    Quick video showing how to use the Vertex Bone Weight selection system for limiting the effects of deformations to regions of a Skinned Mesh.
     
  31. SpookyCat

    SpookyCat

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    Another update available on the Asset Store, this fixes a couple of small bugs, and adds a beta feature of being able to use a Texture as a mask to define where a deformation happens on a mesh. So now there are three main ways to limit where deformations happen, either using Vertex Colors, Bone Weights or a Texture.

    Changes in Version 1.36

    • Small change to the Paint modifier as by default it would need the 'Always Changing' box to be checked to see the deformations, now works without.
    • Added Beta feature of being able to use a texture as a mask for where deformation happens on a mesh.
    • Fixed Bone weights being reset when Play mode entered
    • Added ',' to Bone Selection search to show all bones with non zero weights
     
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  32. SpookyCat

    SpookyCat

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    Just a quite note to say MegaFiers 2 and MegaShapes are in the current Sale each at 40% off.
     
  33. MikeUpchat

    MikeUpchat

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    Ooo time to update :) Great.
     
  34. SpookyCat

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    An update has been submitted to the Asset Store that fixes an issue with the Wrap mapping system, in some cases vertices would not find a mapping if they were outside the total bounds of the target mesh. The mapping system has been re written to fix this and to work faster. Also a Voxel Res value option which can be increased if mapping is very slow on very complex meshes.

    Changes in 1.37
    • Fixed a bug in the Wrap system which would leave points un mapped to the target mesh.
    • Added an option to the Wrap system to set the resolution of the Voxel creation, lower values will be slower mapping, higher values are quicker.
    • The max dist value will effect the voxels used in the mapping, keep it as low as the approz distance of the furthes distance a point on the wrapping mesh is away from the target, increase if mapping does not find all points.
    • The lower the max dist value the faster the mapping will be, with the right values of Voxel Res and max distance mapping should be very fast now.
     
  35. SpookyCat

    SpookyCat

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    Just to say that MegaFiers currently has 50% off in the Asset Store Sale. Also our Mega Bundle with all the assets is at 50% Off as well.
     
  36. SpookyCat

    SpookyCat

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    A small update has been submitted to the store, since v1.37 this fixes a couple of issues with the rubber modifier, improves the hose system when working with end objects in a hierarchy and fixes a bug in the hit deform modifier.

    Changes since v1.37

    • Fixed a bug in the Rubber modifier which could cause an exception in some cases.
    • Small update to the hose system, will work correctly now if parent object or end node is moved or rotated and the hose is in the same hierarchy.
    • Fixed bug in the Hit Deform modifier where a memory array was not being reset causing mesh to go wrong when adding the modifier.
    • Fixed an issue with the Rubber modifier that stopped it from working.
     
  37. SpookyCat

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    Another small update in the store, noticed that AnimationCurves were not undoing so have fixed that.

    Changes in v1.42
    • Fixed AnimationCurves not working with Undo system.
     
  38. SpookyCat

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    Submitted a small update to the store. This fixes a couple of issues with the Conform modifiers, if they were the only modifier or the first modifier on the stack then all was fine but if were further down the stack then it would not conform correctly and would flatten depending on the deformed state of the mesh, this has been fixed now. Also maed MegaFiers 2 fully compatible with Unity 2023.

    Changes in v1.43
    • MegaFiers 2 made fully compatible with Unity 2023
    • Updated the Conform Modifier so it works correctly if it is not the first or only modifier on the stack
    • Updated the Conform Multi Modifier so it works correctly if it is not the first or only modifier on the stack
     
  39. SpookyCat

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    Had a request about whether MegaFiers could be used to rollup a mesh and unroll it along a path. So had a play and no problem, Bend Modifier and a Path Deform works just fine. I then did a little demo shown in the video below where have three meshes unroll and then had them unroll with the Conform modifier over a terrain. Again all worked fine but noticed it was using 22ms to do all the deformations etc for the scene.

    This came down to the Conform modifier not using Burst and Jobs as it made use of Raycasts. So decided to bite the bullet and convert the modifier over to Jobs and get the Raycasts happening in another job. End result is the scene in the video below instead of taking 22ms now takes 3ms, much better. This will be in the next update.

     
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  40. SpookyCat

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    Submitted the update to the store. This brings the improvements to the Conform modifier and a couple of small bug fixes for it as well.

    Version 1.45
    • Conform modifier has been fully converted to use Burst and Jobs, so now Raycasts are done in a job massively reducing the CPU usage for this modifier.
    • Removed the odd lag in the conform modifiers when a modifier above them in the stack was changing
    • Added most used Conform modifier params to the Quick Params section for easier editing.
     
  41. Image3d

    Image3d

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    Hi, How do I set a point cache mesh to use DOT Physics ?

    Changing Time in Point Cache, does not changes mesh in Playmode.

    Mega Fiers 2 is lasted version 1.46 · February 21, 2023.

    Unity is versions 2022.2.7f1.
     
    Last edited: Feb 21, 2023
  42. SpookyCat

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    If you can submit a support ticket at the website that would be great. If you could also explai a little more what you mean?
     
  43. Image3d

    Image3d

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    GameObject with Point Cache is DOTs Subscene with Point Cache applied to it.

    Point Cache Time only works on Scene Mode...when in Play mode de Time value are not updated...so Mesh animation is not done at play time...

    Video available at: https://ecosurfers.com.br/videos/PointCacheDotsBug.mov

    Ticket submited at Megafiers support.
     
    Last edited: Feb 21, 2023
  44. SpookyCat

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    A small update has been submitted. This fixes errors in 2021.3.11 getting errors about missing methods and also fixes an issue when adding a prefab object with deofrmation to a scene not showing a mesh until a value is changed in a modifier.

    Will look into the Point Cache in the morning for you.

    Changes in Version 1.46
    • Fix errors that some versions of Unity 2021.3 get regarding missing methods.
    • Adding a prefab to a scene should automatically update the mesh now, which should fix an issues of seeing no meshes when adding a prefab with deformed meshes.
     
  45. SpookyCat

    SpookyCat

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    Quick headsup that MegaFiers 2 is in the AssetStore Weekend sale at 50% off.
     
  46. SpookyCat

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  47. SpookyCat

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    Quick heads up that MegaFiers 2 is in the Unity Summer Sale at 50% off.
     
  48. SpookyCat

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    Time is running out to grab MegaFiers 2 at 50% off.
     
  49. SpookyCat

    SpookyCat

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    Unity have added MegaFiers 2 to the end of Summer sale so if you missed the chance last month you have a couple of weeks to grab it now at 50% off :)
     
  50. SpookyCat

    SpookyCat

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    Submitted a smal update to the store which fixes a small bug in the rubber modifier editor script, and adds an optiopn to disable the spring physics in the FFD Controller script which is useful if you want to use a target that is controlled by a spring.

    And don't forget the sale ends soon so grab MegaFiers 2 at half price while you have the chance.

    Changes since v1.46
    • Fixed an issue in the MegaRubber editor script which stopped you changing the size value.
    • Added an option to the FFD Controller script to disable the physics calcs, useful if you want to control the FFD with a Rigidbody and springs for example.
    • Fixed an issue when Reloading a scene with Modifiers in it in the Editor would stop modifiers from being updated.
    • Small fix for an obsolete method warning on some versions of Unity 2021
    • Conform Modifier now has a slider in the quick edit for the comform amount
    • Conform Multi Modifier now has a slider in the quick edit for the comform amount
    • Stopped the error in Conform Modifier when there is no target selected
    • Added ApplyModsToGroup() method to MegaModifyObject, this will allow the making of modify groups at runtime. First call AddToGroup(MegaModifyObject modobj) to add objects to the group then call ApplyModsToGroup()