Search Unity

  1. Unity 2017.2 beta is now available for download.
    Dismiss Notice
  2. Unity 2017.1 is now released.
    Dismiss Notice
  3. Introducing the Unity Essentials Packs! Find out more.
    Dismiss Notice
  4. Check out all the fixes for 5.6 on the patch releases page.
    Dismiss Notice
  5. Help us improve the editor usability and artist workflows. Join our discussion to provide your feedback.
    Dismiss Notice

VertExmotion [Released]

Discussion in 'Assets and Asset Store' started by kalagaan, Oct 30, 2014.

  1. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    [​IMG]


    VertExmotion is a shader based softbody system coupled with a procedural animation system.

    You can easily animate parts of your mesh like hair, cloths... within Unity editor!
    No need to add bones for everything!

    Because it's based on shaders, it's really fast!
    Because you don't have time to waste, it's easy to use!
    • Add a single component.
    • Paint what you want to see moving!
    • Add sensors and set motion properties.
    • press play and enjoy!


    Demos | Video tuto

    asset store links : BASIC or PRO

    Compatible with more than 40 built-in shaders.
    Easy to include in your custom shaders.
    Works with static mesh or skinned mesh.

    PC / MAC / iOS / Android / Webplayer
    Unity free/pro

    [​IMG] [​IMG] [​IMG] [​IMG]
     
    Last edited: Aug 21, 2016
  2. Licarell

    Licarell

    Joined:
    Sep 5, 2012
    Posts:
    432
    Wow I was really excited until I saw the DX11 must be disabled..... bummer....
     
    Hrothvitnir likes this.
  3. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    There's still some issues with DX11, but I'll fix them! :)
    I prefers add this warning until all works perfectly.
    Stay tuned!


    edit : DX11 issue fixed
     
    Last edited: Feb 8, 2015
  4. gurayg

    gurayg

    Joined:
    Nov 28, 2013
    Posts:
    218
    Congrats kalagaan,
    Looking really good.
    May I ask what is your asset situation regarding shaders in Unity 5? Does it still require your custom shaders?
    Do you have plans to add world space effectors (motion sensors) such as wind?

    Thanks
     
  5. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    Thank you,
    a custom shader will be always required.
    I wrote compatible shaders for most of Unity built-in shaders.
    You can include VertExmotion function in your own custom shaders.
    I still need to check unity 5 beta new shaders for compatibility ( PBR and GI ).

    You can already add world space displacement by script, sensor parameters contain an offset Vector.
    I planned to add global settings like wind, gravity, local offset...
     
  6. Licarell

    Licarell

    Joined:
    Sep 5, 2012
    Posts:
    432
    Oh don't worry I'm watching this thread... I'm currently vested in Jove 2 but am also looking at Brilliant Games lighting solution as well so... what is your feeling about that?
     
  7. gurayg

    gurayg

    Joined:
    Nov 28, 2013
    Posts:
    218
    Wonderful!
    Please let us know, when you solve the DX11 issue and when you check VertEXmotion with Unity 5 beta.

    -What are the advantages of VertEXmotion over a bone based solution? Is there any way to know how faster your asset is?

    -Have you looked at ShaderForge? Is it possible to make a custom node for it ?

    -So we will be able to add one script to our scene and it acts as global wind,gravity. Will forces be additive motion to vertices. An example to what I'm trying to say is;
    Wind is blowing and the character gets upside down, thus hair acts according to gravity+wind.

    -What is local offset used for?

    Sorry for asking so much:)
     
  8. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    - VertExmotion is a procedural system, you don't have to animate all sensors, and you can combine them to a bone system for a better look and feel.
    You can also add an inflate fx, like in my jellyfish demo.
    It's fast, my jellyfish demo works on Galaxy S3 (android 4.3), all shaders are SM2 for platform compatibility.

    - I think it should be possible to make a custom node for shader forge, it would be really cool :)
    anyway, adding VertExmotion to the final shader is really easy, I did a .cginc file.

    - local space deformations, like a bump on the head.
     
  9. Licarell

    Licarell

    Joined:
    Sep 5, 2012
    Posts:
    432
    Sorry to be a pain but what about 3rd party PBR renderers and lighting systems like I mentioned above...

    Added: I guess you can use a gradient map or B&W map generated in something like Photoshop to use as a force map as well? I'm thinking for trees and bushes
     
    Last edited: Oct 31, 2014
  10. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    I can't be compatible out of the box with all plugins of the asset store :)
    Anyway, I've downloaded Jove free from the asset store, and I've changed a few lines in the shader for VertExmotion.

    //change the name for VertExmotion editor
    Shader "VertExmotion/Jove/Free"

    //add VertExmotion functions
    #include "Assets/VertExmotion/Shaders/VertExmotion.cginc"

    //add this into the structure
    float4 color : COLOR;

    //add this line into vertex shader
    v.vertex.xyz = VertExmotion( v.vertex, v.color );// I'll update this function in the next version of VertExmotion


    And it works like a charm :)
     
  11. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    I'll work on vegetation integration, but I've a lot of work to do before.
    A flow map for the wind is a good idea.
     
  12. Licarell

    Licarell

    Joined:
    Sep 5, 2012
    Posts:
    432
    Thanks for taking the time for the code snippets....

    If you don't mind I'd like to copy this message to the Jove2 thread they like to see other 3rd party assets adopting Jove2 pipeline.

    Since Jove2 is DX11 only once you iron that out I'm sure they will embrace this with both arms...
     
  13. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    DX11 issue fixed !
    VertExmotion 1.0.2 has been submitted to the asset store :)
     
    Last edited: Nov 28, 2014
  14. rocki

    rocki

    Joined:
    Aug 10, 2012
    Posts:
    1,291
    Very cool plugin. How's the performance on Iphone 4? FPS?
     
  15. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    VertExmotion has a very a low impact on FPS.
    In the jellyfish demo : 30 jellyfishes ( 90 motion sensors ) are computed in less than 2ms.
     
    Last edited: Nov 9, 2014
  16. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    Version 1.0.2 available on the asset store :)
     
  17. AVOlight

    AVOlight

    Joined:
    Apr 15, 2014
    Posts:
    381
    Hi, just wondering if I could get this to work with dynamically generated meshes, I use rageSpline, and I animate the meshes vertices. I'm try to reduce the amount of vertex animations I do by offsetting them with an alternative method. Could I use this for that? Is the source included in this asset?
     
  18. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    Hi,
    you can add scripts dynamically, but you'll have to add paint information in vertices color without the tool.
    Send me a sample (contact@kalagaan.com), I'll do a script for you.
    Source included in pro version.
     
    Last edited: Nov 28, 2014
  19. AVOlight

    AVOlight

    Joined:
    Apr 15, 2014
    Posts:
    381
    Hey, thanks for the offer, but I try not to buy assets without source as I've had plenty of bad experiences with other 3rd party assets that didn't include them. I'll definitely be back if I can't find an alternative though :)
     
  20. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    I'll probably release a pro version with source code, but I want to add more features to VertExmotion before.
    Don't hesitate to send me a sample even if you didn't buy the package, I could do a test with your assets. ;)
     
  21. Hrothvitnir

    Hrothvitnir

    Joined:
    Apr 26, 2013
    Posts:
    109
    Other than source code, do you have anything else planned for to be in the pro version only?
     
  22. Play_Edu

    Play_Edu

    Joined:
    Jun 10, 2012
    Posts:
    674
    nice 1
     
  23. Hrothvitnir

    Hrothvitnir

    Joined:
    Apr 26, 2013
    Posts:
    109
    One thing I really need in a soft body system is proper collision interactions/deformation. Is that possible in this system, or something you could work on? For example if you squished a soft part against a wall, or poked it with a rigidbody or something, would it squish/stretch/bulge to match the colliding surface and not clip through ?
     
  24. Licarell

    Licarell

    Joined:
    Sep 5, 2012
    Posts:
    432
    Or at least use primitives like square, sphere, or cylinder...
     
  25. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    Pro version won't have more features, only source code will be included.

    In the current version collisions are not yet implemented, but you can control sensor parameters by script, so it's possible to create your own collision detection.
    The process could be something like this :
    • detect collision on the sensor
    • set amplitude parameter to zero
    • add a an offset (collision normal)
    • restore amplitude parameter on collision exit

    I'll do a collision system soon, I still need to do some tests, but if you need it, I'll put it on the top of the todo list. :)
     
    Last edited: Nov 7, 2014
  26. Licarell

    Licarell

    Joined:
    Sep 5, 2012
    Posts:
    432
    Thanks for looking into it, If I use this plugin it will be for hair, cloth, furniture, i.e. cushions... if it's to expensive with dynamic mesh then attaching multiple primitives to my animated character would be fine... If it could have a place to add collision object by a tag or list in the inspector.

    BTW I bought your plugin, you eagerness to continue to enhance your asset sold me... I'm gonna use this sucker like no tomorrow... (hope you understand the colloquialism)
     
  27. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    Thank you :)
    This is only the begining, I 'll add many features :)
    I'm working on a game that will use vertExmotion as the main rendering feature, so the best is yet to come ...
     
  28. Hrothvitnir

    Hrothvitnir

    Joined:
    Apr 26, 2013
    Posts:
    109
    Good to hear you might be able to add this feature. I'm not in a rush so I'll wait for your implementation. This is something I've asked several other asset authors with projects like this if they would do, but all have declined so I had given up on using it for the game demo I'm working on. Maybe for the full release though, if I can integrate it with my shaders (probably only need to integrate with the Brilliant Games GI system Licarell mentioned or Skyshop, and AmplifyTexture2).

    Would I need the source code version to integrate the shader, or would the normal version be able to do that?
     
  29. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    All shader source are included in the current version, more than 40 built-in shaders have been converted.
    I could help you if you need help on a custom shader integration.
     
  30. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    Here a sample of my future collision system :)
    demo
    Still need to test different cases.
     
    Last edited: Nov 19, 2014
    AVOlight likes this.
  31. Licarell

    Licarell

    Joined:
    Sep 5, 2012
    Posts:
    432

    Awesome!!!! Feeling better about my purchase everyday!!!
     
  32. AVOlight

    AVOlight

    Joined:
    Apr 15, 2014
    Posts:
    381
    Very excited about this feature too :)
     
  33. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    Thank you! :)
     
  34. nuverian

    nuverian

    Joined:
    Oct 3, 2011
    Posts:
    1,840
    Looks great.
    Good job! :)
     
    kalagaan likes this.
  35. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    nuverian likes this.
  36. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    The collision system will be released next week,
    here the demo that will be included.

    the launch discount (50% off) will end with this update...
     
    Last edited: Nov 22, 2014
    hopeful likes this.
  37. nuverian

    nuverian

    Joined:
    Oct 3, 2011
    Posts:
    1,840
    Great work again. About time to get it :)
    Cheers!
     
  38. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    Thank you :)
     
  39. nuverian

    nuverian

    Joined:
    Oct 3, 2011
    Posts:
    1,840
    How easy would it be to add the effect as part of a Shader Forge tree (obviously vertex offset port)?
    Have you tried something like that?

    Thanks
     
  40. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    I still didn't looked at shader forge integration, but it's really easy to add VertExmotion to the final shader.
    I did it for most of the built-in shaders.
    here a sample for a surface shader

    #pragma surface surf Lambert alpha vertex:vert addshadow
    #include "Assets/VertExmotion/Shaders/VertExmotion.cginc"
    void vert (inout appdata_full v) {VertExmotion( v );}

    I use vertex color to store softness weight, so painting won't work with shaders that require vertex color, but there's some tricks to make it work in that case. :)

    If you want a demo with one of your custom shader, I can do it.
     
  41. nuverian

    nuverian

    Joined:
    Oct 3, 2011
    Posts:
    1,840
    Hey,

    Thanks. Knowing that it's quite easy to add on top suffice for me for now :)
    I can't think of a shader that I will use vertex colors for 2 reasons right now, so thats cool as well.
    I will let you know if I encounter any sort of trouble ;)

    Cheers
     
  42. Hrothvitnir

    Hrothvitnir

    Joined:
    Apr 26, 2013
    Posts:
    109
    Hey thanks for implementing collision, I bought your asset. Hopefully you can add proper "squash and stretch" or at least a cheap approximation. In the current demo with collision, when you launch something at the top it compresses - or looses volume; IE the vertices displace downward. But normally(? - maybe) you would want volume to be preserved. In the case of a ball or a balloon, if you compress it in the Y axis, the X and Z would expand slightly, right? Here's an example sketch. See how the ball gets wider when it hits the floor? Can you do something like that? Perhaps expose a variable so the user can dampen or exaggerate the effect for different materials?

    [​IMG]
     
  43. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    You read in my mind :D
    I wanted this FX when I've done the demo.
    I'm working on it, I'll add a deformation factor which will set squash and strech deformations due to collision direction, speed and acceleration.
    So there will be a kind of inflate effect for volume preservation on the edge.
    But It won't be released in the next version.
     
    hopeful and Licarell like this.
  44. Hrothvitnir

    Hrothvitnir

    Joined:
    Apr 26, 2013
    Posts:
    109
    Awesome, looking forward to it.
     
    kalagaan likes this.
  45. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    VertExmotion 1.1.0 has been submitted to the asset store, it should be online soon.
    - collision system
    - 2 collision demos
    - new API documentation.

    Hurry up, discount offer will end...
     
    nuverian likes this.
  46. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    How to setup the collision system in VertExmotion UI :
    - Enable collision on the sensor
    - Set the physic layer mask
    - Add a collision zone
    - Drag it and set the radius in the sceneview
    - Add more collision zones to suit the mesh volume, if needed


    collider settings 2.PNG
     
  47. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    Here a new demo using gravity :)
     
    hopeful and gurayg like this.
  48. OlliIllustrator

    OlliIllustrator

    Joined:
    Nov 1, 2013
    Posts:
    16
    Hmm-- I bought Vertexmotion yesterday and today I was looking for the colliders and emailed you for help a second ago---- until I noticed the 1.1 version is not yet available in Asset store:)
    BTW: Vertexmotion is terrific as secondary motion asset, so easy to setup and performing so fast. Great work so far. This looks like one of those asset jewels you don't want to live without once you got the taste of it.

    Looking forward to try out the colliders.
     
    kalagaan likes this.
  49. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    I've replied to your email :)
    Unity team should release V1.1.0 today.
    I'll post in the forum as soon I'll have a confirmation ;)
     
  50. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    455
    VertExmotion 1.1.0 has been released :)