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[Released] Mega-Fiers. A mesh deformation system - RELEASE

Discussion in 'Assets and Asset Store' started by SpookyCat, May 18, 2011.

  1. SpookyCat

    SpookyCat

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    Arr I thought I had done a Skinned mesh version, I will sort that out for the next release.
     
  2. SpookyCat

    SpookyCat

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    Had another go at the 3DS Max 2013 exporters and got a work around that works, so if you require Max 2013 exporters just send me an email saying if you need the 64 or 32 bit version and include your invoice number.
     
  3. szyszkownik

    szyszkownik

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  4. SpookyCat

    SpookyCat

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    If you are using 3ds Max then you should really be using the exporter, if you email me at chris@west-racing.com with your invoice number and version of max you use I will get the exporter sent to you.
     
  5. szyszkownik

    szyszkownik

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    Ok I just sent invoice.

    I changed model to mesh before export and It seems that it is ok now. But any way i would like to receive exporter.
    THX

    Is it posible to acces to Mega Morph (script) Chanel Percent from javacript?
     
    Last edited: Sep 20, 2012
  6. szyszkownik

    szyszkownik

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    Ok i found this
    Code (csharp):
    1. var target : GameObject;
    2. private var modObj : MegaModifyObject;
    3. private var twistMod : MegaTwist;
    4. private var angle : float = 0.0f;
    5.  
    6. function Start()
    7. {
    8.     if ( target )
    9.     {
    10.         modObj = target.GetComponent(MegaModifyObject);
    11.         twistMod = target.GetComponent(MegaTwist);
    12.         twistMod.axis = MegaAxis.Z;
    13.     }
    14. }
    15.  
    16. function Update()
    17. {
    18.     angle += Time.deltaTime*10;
    19.     twistMod.angle = angle;
    20. }
    But something wrong.

    Assets/Standard Assets/Scripts/Cube.js(3,22): BCE0018: The name 'MegaModifyObject' does not denote a valid type ('not found').
     
  7. SpookyCat

    SpookyCat

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  8. szyszkownik

    szyszkownik

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    THX and sorry for that. it's 64 bit version.

    But i've got everything in Standard Assets folder and still geting error:
    BCE0018: The name 'MegaModifyObject' does not denote a valid type ('not found').
     
  9. Dreamora

    Dreamora

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    You need to ensure that your script is not in standard assets or another 'first compile' folder (plugins, standard assets, pro assets)
     
  10. SpookyCat

    SpookyCat

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    As dreamora said if your js file is in there as well there is no guarantee it will be compiled before the MegaFier code, so you will need to more your js code to another folder.
     
  11. szyszkownik

    szyszkownik

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    THX now it's working
     
  12. SpookyCat

    SpookyCat

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    View attachment 38626
    I have just submitted a new version to the Asset Store, seems I have not posted about the other releases since 2.10. The system now has a SVG importer for bringing in Splines from packages such as Illustrator for use by MegaShapes. The MorphOMatic morpher has had its channel limits fixed and the Path Deform modifiers have an extra Up param so if you get twisting of meshes on your paths you can alter the up value used in the transport frame to help fix that.

    The spline system included with MegaShapes is seeing some new features, as well as the SVG importer you can now apply scaling to the spline in a correct way, so if you scale the spline object using Unitys scale transform you can click the Scale button on the Spline inspector to appy that scaling correctly to the spline and reset the local scale of the object. We have also added an Outline option to you can create a new spline to be the outline of an existing spline and change the distance of the outline easily, I will add a video of these new features soon. Splines can now also be reversed by clicking the reverse button.

    Changes for v2.15:

    • Limits work correctly for MorphOMatic morphs now.
    • Changing limits on MorphOMatic morph no longs alters target percents and messes up morphing.
    • Added option to limit number of MorphOMatic channels displayed in inspector.
    • Added Elipse support to SVG importer.
    • Fixed splines not showing up when selected in Unity 4.0
    • Added a Reverse spline option to the Shapes inspector, will reverse the currently selected spline
    • Added an Apply Scaling button to the inspector so if you scale the shape using the transform click this to correctly scale the splines
    • Added an Outline spline system, you can now ask the system to make a new spline that outlines the current one with control over the outline distance.
    • Added an Up option to the path deform modifier.
    • Added an Up option to the world path deform modifier.
    • SVG importer rewritten and greatly improved.
    • CursorPos on shapes now works correctly for the selected curve.
    • Added Help option to FFD Animate component and added page to docs site.
    • Added ability to limit number of channels displayed at one time in the inspector so as not to slow down when morphs have lots of channels.
    • Added start of SVG import support.
     
    Last edited: Sep 20, 2012
  13. szyszkownik

    szyszkownik

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    Hi. Im found one strage issue.
    Everything it's ok until i try to build flash (.swf) version.
    After trying to build flash unity start to show two errors:
    Assets/Mega-Fiers/Editor/MegaFiers/MegaModifyObjectEditor.cs(63,42): error CS0103: The name `MegaCopyObject' does not exist in the current context
    Assets/Mega-Fiers/Editor/MegaFiers/MegaModifyObjectEditor.cs(74,42): error CS0103: The name `MegaCopyObject' does not exist in the current context
     
  14. SpookyCat

    SpookyCat

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    I did actually find those errors myself a little while ago when I tried the latest Unity 4.0 beta to see if they have fixed all the issues that break some parts of MegaFiers (namely mesh serialization is broken), I will fix those tomorrow. Some users have their flash projects working and for others they don't work, so until Unity Flash is out of beta it is not an officially supported platform for us. Fingers crossed they fix the issues soon.
     
  15. jason0202

    jason0202

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    hi, I found a problem that when I try to use camera and follow the path, the mesh that I deform along the path disappeared/cannot be rendered by camera most of the time. Is there any solution for this?
    Thanks
     
  16. SpookyCat

    SpookyCat

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  17. SpookyCat

    SpookyCat

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    I didn't get any support ticket, did you figure out what was wrong?
     
  18. SpookyCat

    SpookyCat

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    $ribbon2.jpg
    There is a new version of MegaFiers on the AssetStore and in our online store, version 2.16 brings a new meshing option to splines, Ribbon to add to the Fill, Tube and box modes, this will produce a flat ribbon along the spline with options to rotate and have multiple twisted ribbons like the other modes, useful for roads. A UV Offset options has also been added to the meshing options and pivot offset works for all modes now so you can easily position the mesh relative to the spline.

    Changes in v2.16:

    • Added Ribbon option to mesh types when converting Spline to a mesh.
    • Fixed MeshRenderer being added to object when it wasn't required.
    • Added Late Update option to shapes.
    • Pivot offset value now works for tube, box and ribbon meshing options.
    • Added UV offset param to tube, box and ribbon meshing options.
    • When loading SPL or SVG files you now have the option to Replace existing splines or add to the splines making the shape.
     
  19. SpookyCat

    SpookyCat

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    Last edited: Mar 1, 2013
  20. MikeUpchat

    MikeUpchat

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    Excellent, will be checking TTFText out for sure now.
     
  21. imtrobin

    imtrobin

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    Can I request you have separate demos to showcase each functionality. Currently there is one big demo, it's hard to see which how the parts work, and some parts don't seem to work well, I can't tell how to setup properly. It would help if there are small demo demonstrating particular feature.
     
  22. SpookyCat

    SpookyCat

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    Yes the scene could do with a tidy up :) It has kinda just grown as bits were added. I will start to do a more organized set of scenes over the coming updates.
     
  23. ibps13

    ibps13

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    Hi SpookyCat,

    I have a mesh with morph applied, work fine indeed :), now I try to make a prefab of this with command "create mega prefab" but I have an error :

    I'v also tried to create with normal prefab but he loose the mesh after creation.

    Can you point me to the right direction ?
    Also tried to find in megafiers documentation on your site...

    Thanks
     
  24. SpookyCat

    SpookyCat

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  25. ibps13

    ibps13

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    Sending :) thx
     
  26. digitaltoon

    digitaltoon

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    Hi SpookyCat,
    I love the plug-ins and am very curious as to how you achieved the look of the demos. Is everything textured and Modeled in Max?
    If you can explain your process how you achieve the cartoony look I would be deeply indebted. I would like to create a similar look in a game I am working on and want to purchase your plugins and if you can possibly tell me a little of your art path that would be awesome.
    You have great products that make me re-think what Unity can do.
    Thanks!
     
  27. SpookyCat

    SpookyCat

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    Hi There
    Well I think all the credit has to go to my brother Tony, he is the artist for all our stuff and most of the look and feel comes down to his textures really. Everything is modeled in Max except of course for any procedural stuff from our systems. Then its just a matter of adding a little lighting, we generally use two lights for simple scenes, a main light and a filler or bounce light. The demos such as the playroom do have light mapping and that and the MegaFlier demo make use of some post effects such as SSAO. But the main look is the textures, so no fancy tricks or anything complicated just a good artist, good 3d models and a little attention to detail in building the scene.
    Chris
     
  28. digitaltoon

    digitaltoon

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    Hi SpookyCat-
    Well I tell you -It's really easy to slap hi-rez textures on a model but your brother does a stellar job of subtle but effective texturing and lighting.Just well done.You guys should do a making of one day..concept,model,texture,light,MegaFiers. I would purchase that for sure.
    Thanks for the reply and I am on my way to purchase. Is their any ComboPackOctober Special? : )
    Andrew
     
  29. digitaltoon

    digitaltoon

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    Forgot to ask ..any time frame on MegaFier Trees?
    Again Thanks for the great product!
    Andrew
     
  30. NoBullIntentions_P

    NoBullIntentions_P

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    Hi,

    Do you have a megafier which could be used to "roll up" and "roll down" a roman blind?
     
  31. SpookyCat

    SpookyCat

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    @digitaltoon - I will asked Tony if he can do some sort of tutorial but he is very busy at the moment so don't hold your breath on that one. No sorry there is no combo special, MegaShapes is already at a lower price and it will be going up soon with the next major update.

    @Phila,,c - There is no procedural modifier that will do it, but if you have an animated blind in say Maya, Max or Blender then you can use the point cache modifier to play back a baked animation of the blind opening and closing.
     
  32. NoBullIntentions_P

    NoBullIntentions_P

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    Thanks for the quick response. I was looking for a procedural modifier. If I have to animate it by hand in the first instance, I may as well use bones.
     
  33. NoBullIntentions_P

    NoBullIntentions_P

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    Just to clarify, in case I wasn't clear: I was looking to do something like this, which is done with the Bend modifier in 3dsMax.

    http://www.youtube.com/watch?v=uAMul131Avc

    If that's not possible, I guess it's because you don't permit animation of the center of the effect in the same way that modifiers do in 3dsMax?
     
    Last edited: Oct 15, 2012
  34. SpookyCat

    SpookyCat

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    Oh right, that is totally doable with MegaFiers, when you said roman blinds I thought you meant the ones that pleated up as they were raised, but as you can see by the videos below you can do exactly what you can in your video with MegaFiers. The offset can be animated as in Max.
    [video=youtube;v4B8NTB580E]http://www.youtube.com/watch?v=v4B8NTB580E
    [video=youtube;4-450kR3E4Q]http://www.youtube.com/watch?v=4-450kR3E4Q
     
    Last edited: Mar 1, 2013
  35. DesertRaven

    DesertRaven

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    Hi, I haven't read through he entire thread so sorry if I ask a repeated question.

    I have a Viking boat that I would like to move on a animated water surface. not only do I want it to follow a predefined path but also I want it to bob up and down with the waves. I would also like to use the Unity's Water 4 but am up to suggestions to what would work better.

    Thanks for any feed back.

    Raven
     
  36. SpookyCat

    SpookyCat

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    @DesertRaven - I have seen some scripts on the asset store for doing large bodies of water with floating objects. MegaFiers does have a dynamic ripple modifier and an example boutancy script to float objects on the surface but not sure it is what you would need for a large body of water. There is also a wave modifier and a ripple modifier which could work but would need a helper script to have a ship interact with the wave height.

    On another topic we have made some improvements to the Maya Blendshape exporter making it a lot less prone to mapping failures especially on skinned and animated characters, so if you have had problems with the Maya exporter in the past please do contact us for an update, don't forget to let use know the version you need, whether it is the 64 or 32 bit version and your invoice number for the original purchase of MegaFiers and we will get the new exporter sent off ASAP.
     
  37. hay78

    hay78

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    Hi
    I'm having issue with car prefab that some parts (have morph modifier) dissapear inside the prefab.
    eg: car body, car wheel has damage morphs states , these are dissapear inside prefab, but other parts (no morph) like doors, windshield are still there

    Also if i reexport fbx (with some changes) , it wouldn't update the prefab but i need to re-drag the fbx to scene and reapplying morph and create prefab again.

    Anyway to fix these issues?
    Maybe i missing some steps here.

    Any help would be appreciated.
     
  38. SpookyCat

    SpookyCat

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    @hay78 - Could you please submit a support ticket at the website, trying to keep all support in one place as this thread is too long already.
     
  39. SpookyCat

    SpookyCat

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    Almost done with the new demo scene for the next set of tutorial videos, first video should be up over the weekend until then a little teaser pic is below.
    $steamtease.jpg
     
  40. MikeUpchat

    MikeUpchat

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    Oooo a new scene, always interesting to see what you do for your demo scenes, that last two have been very cool.
     
  41. hay78

    hay78

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    Hi, i've just submitted the ticket.

    Thanks
     
  42. gizmo1990

    gizmo1990

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    Could I ask for a little run down of what the path functions grant users? We're looking for a paths system which we can generate objects appearing on and have follow along. We'd also like to adjust the speed of objects along the path and alter their rotations. Would mega-fiers offer this functionality or is it out of it's remit of morphing meshes along paths?
     
  43. NoBullIntentions_P

    NoBullIntentions_P

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    @Spooky Cat: Thanks for the pointer to the videos for the bend megafier. I bought the package and I was able to get my blind rolling up and down perfectly.
     
  44. SpookyCat

    SpookyCat

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    @gizmo1990 - MegaFiers does come with a spline/path system and there is a help script that allows you to move objects along or position objects on splines with the option to have the objects rotate to follow the spline, you have complete control over the paths from the editor or via scripting so you can build or change splines on the fly and objects using those paths or meshes being deformed along those paths will update accordingly. The MegaShapes system has a more advanced path follow script which allows for tweening between multiple paths with weights etc, I may well include that in the MegaFiers system as well.

    @Phila - Good news, I did notice that I have not written a proper tutorial on how I did the scroll and rolling up carpets so well done for figuring it out, I need to get that done.
     
  45. SpookyCat

    SpookyCat

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    Just a quick note if anyone is trying to get support via email or the website, Hurricane Sandy has knocked out our data centers connection to the web, they are busy trying to restore connection so should be back up and running soon.
     
  46. kaka1412

    kaka1412

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    @SpookyCat: I'm making game on mobile - iOS, when I set up a prefab which contain a character with few morpher exported from 3d max. These morpher were import from .mor file export from 3dsmax, each one takes about 90kb of memory. When the game run, the prefab is loaded into memory dynamically, later, the prefab is destroyed and what I want to ask you is how can I release the memory that those morpher are holding ??
    With other kind of asset like texture or sound I can use Resources.UnloadAsset() to release the memory
     
  47. VillainT_

    VillainT_

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    Do megafiers have tutorial for point cache animator? or how you can use it trough scripts?? Can I use it to separate point cache animations?
     
    Last edited: Oct 31, 2012
  48. SpookyCat

    SpookyCat

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    @kak1412 - Could you please submit support requests using the support ticket system on the website, makes it much easier to keep track of who has been sorted out and who hasn't etc.

    @VillainT - There is a video that shows the point cache modifier, as with all the system in MegaFiers the params can be changed via script or through the Unity animation system, each help page shows the public params you can access in the class. You can add multiple point cache animations as the system allows for mixing like the morph system does. Again if you have a specific issue then please use the support ticket system for direct help.
     
    Last edited: Mar 1, 2013
  49. VillainT_

    VillainT_

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    yeah I've seen that video and it's awsome but how about the point cache animator? the one that has creating clips and does the start and end is for frames or seconds? Thnks
     
  50. SpookyCat

    SpookyCat

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    As I said easier if you can submit a support ticket then I can sort you out :)