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VertExmotion [Released]

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

  1. Hazneliel

    Hazneliel

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    Only works with AMplify Occlussion, what about Post Processing Stack v1 or v2?
     
  2. Fabi88

    Fabi88

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    Since the last update i don't see collision Zone at Collider. Can you fix that pls? Thx.

    VertExmotion 1.8.2
    Unity 2018.3.0f2
     
    Last edited: Jan 6, 2019
  3. kalagaan

    kalagaan

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    it works with Post Processing Stack v2 if the mode is set to 'Multi Scale Volumetric Obscurance' ;)
     
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  4. kalagaan

    kalagaan

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    Yes, I've submitted a fix to the asset store.
    it will be available soon (version 1.8.4) ;)

    If you want a fix before the release, please send me your invoice number (contact@kalagaan.com)
     
    Last edited: Jan 8, 2019
    Fabi88 likes this.
  5. dragonety

    dragonety

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    The same problem, can't see collision zone.
    Can you tell me the approximate release date of 1.8.4?
    And, it kept saying "NullReferenceException: Object reference not set to an instance of an object Kalagaan.VertExmotionEditor.DrawBrushMenu()" when I open the setting(even the demo)
    VertExmotion 1.8.3
    Unity 2018.3.0f2
     
  6. kalagaan

    kalagaan

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    The version 1.8.4 should be available today or tomorrow, it depends on the unity assetstore team.
    If you have the basic version, you have to delete the C# files from "VertExmotion/Core/Editor", this files have been deleted in 1.8.4.
     
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  7. adamz

    adamz

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    I still can't get it to work. Any thoughts?

    ss-vertexmotion.gif
     
  8. kalagaan

    kalagaan

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  9. adamz

    adamz

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    Thanks, but my material is still pink.
    ss-vertexmotion-2.gif

    Never mind, got it working now. Had to updated to HDRP 4.6.
     
    Last edited: Jan 9, 2019
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  10. h00man

    h00man

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    hey,
    im using toony colors shaders for my character.
    but i have no idea how to add vertexmotion to toony colors shaders.
    in fact i don't know anything about writing shaders.
    can you please make a video tutorial on youtube about adding your functions to custom shaders?
     
  11. kalagaan

    kalagaan

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    There's some samples in the documentation ;)
    If you still have issues with the VertExmotion integration, please send me an email (contact@kalagaan.com)
     
  12. supneo

    supneo

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    Hello, @kalagaan the latest version supports high-quality models of daz studio? , tested the version 1.7.1 and when trying to paint in quality models it does not paint, in more basic models if it works, thanks.
     
  13. kalagaan

    kalagaan

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    I tried to paint on a genesis 8 model, it works as expected.
    If you have problems with a specific model, please send me a fbx file (contact@kalagaan.com), I'll do somes tests ;)
     
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  14. supneo

    supneo

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    Thanks, as I told you by mail and I bought it, thank you very much for advising me by mail :)
     
  15. OP3NGL

    OP3NGL

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    hi guys, i was wondering if Final ik + vertexmotion = works?
     
  16. sencafe

    sencafe

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    I can't get the VertexMotion to work with Shader Graph in Unity 2018.3.5f1.
    Also using HDRP version 4.9. VertexMotion nodes generate pink textures in the graph as well as on the material.
     
  17. khos

    khos

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    Hi, can I ask a question, will this asset be usable to make deformable tires, I see in the first post there was mention of it. Can it be used with a car controller? Thanks for any advise on this.
     
  18. YvetteHan

    YvetteHan

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    I have the same issue, there're some shader errors, undeclared identifier "Use_Macro_UNITY_MATRIX_M_instead_of_unity_ObjectToWorld"
     
  19. kalagaan

    kalagaan

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    Yes, you can use VertExmotion with any IK system :)
    You'll have to set VertExmotion at the end of the script order list. The VertExmotion update must be done after the IK.

    Menu -> ProjectSettings-> Script Execution Order -> Add 'kalagaan.VertExmotion' at the end of the list.
     
  20. kalagaan

    kalagaan

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    There was some weird modifications of the ShaderGraph tool, I've posted a feedback on the shader graph thread, but it's still not fixed in 4.9.
    I've made a fix on my side and I'll push it to the asset store. If you need a version before the release, please send me an email with your invoice number (contact@kalagaan.com). ;)
     
    Last edited: Feb 22, 2019
  21. kalagaan

    kalagaan

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    There's a demo in the package with a tire deformation, you can modify the script for your project.
    If you have any issue with the integration, send me an email ;)
     
  22. kalagaan

    kalagaan

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    I's a part of the weird modifications of the ShaderGraph tool...
    I've done a fix, with a subshader graph, it will be available soon on the assetstore,
    if you need a version before the release, please send me your invoice number (contact@kalagaan.com)
     
  23. Ryuuguu

    Ryuuguu

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    I have tried to build the Jelly demo scene with Unity 2018.3.6f1, Xcode 9.4.1 and Vertex emotion 1.8.5 I get these errors

    WARNING: Shader Unsupported: 'Standard' - Pass 'META' has no vertex shader

    WARNING: Shader Unsupported: 'Standard' - Pass 'META' has no vertex shader

    WARNING: Shader Unsupported: 'VertExmotion/Standard' - Pass 'META' has no vertex shader

    WARNING: Shader Unsupported: 'VertExmotion/Standard' - Pass 'META' has no vertex shader

    The cube displays but is "broken" sharp distorted edges. IMG_0063.jpg
     
  24. khos

    khos

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    Hi,
    I am interested in buying this very nice looking asset, I have a question, with the Basic version can I access softbody properties at runtime?
     
  25. kalagaan

    kalagaan

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    I did somes tests with this version of Unity, and I didn't have this kind of problem,
    could you try to reimport the VertExmotion folder?
    You could also try to reimport the package from the assetstore inside unity, there's different versions of the package according to the unity version.
     
  26. kalagaan

    kalagaan

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    Yes, you can access to the sensor's parameters at runtime :)
    There's many samples in the package.
     
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  27. Cactus_on_Fire

    Cactus_on_Fire

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    Hey kalagaan.

    Does VertexMotion recalculate the normals accordingly when it deforms the meshes?
     
  28. kalagaan

    kalagaan

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    Hi,
    yes, the normal is recalculated by the shader, there's a parameter for smoothing between the original and the new normal.

    Note : It doesn't work with ShaderGraph because the normal can't be overrided in the vertex program.
     
  29. Cactus_on_Fire

    Cactus_on_Fire

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    Is there a demo or a video with the recalculated normals? The video on the assetstore page don't show the recalculated surfaces.
     
  30. kalagaan

    kalagaan

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    Here a sample of a tessellation shader with normal correction

     
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  31. Cactus_on_Fire

    Cactus_on_Fire

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    Nice. Is that hole controllable from an outside transform like a gameobject or is it texture based? Also does it work with skinned meshes as well as shader forge?
     
  32. kalagaan

    kalagaan

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    In, this demo the sensor is locked on another gameObject,
    its position is define by a raycast on the sphere.

    It works with MeshRenderer and SkinnedMeshRenderer ;)
    There's a sample of the shader forge integration in the documentation, but I didn't add the normal correction function.
    You'll have to add the normal and the tangent :
    float3 VertExmotionSF(float3 wrldXYZ, float wrldW, float3 col, inout float3 n, float3 t)

    I'll update the documentation :p
     
  33. Cactus_on_Fire

    Cactus_on_Fire

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    Thanks dude. I'm assuming I have to modify the shader I made with shader forge a little. I assume they work both with deferred and forward shaders.
    And what's the difference between the basic and pro version?
     
  34. kalagaan

    kalagaan

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    VertExmotion is applied in the vertex program, so if your original shader works with deferred and forward, it will work ;)
    Here the documentation

    the basic version includes a DLL, the pro version includes all the source code.
    All the features are included in the Basic version, so you can start with the basic and upgrade to pro later if you need it ;)
     
    Last edited: Apr 9, 2019
  35. akuei2

    akuei2

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    Hi, one question please ...
    How about vertex motion compatible with custom lux/lux plus shader ?
    Easy by manually?
     
  36. kalagaan

    kalagaan

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    Yes these shaders are easy to convert :D
    I did a quick test with the free version, I've added 2 lines to the original shader ;)
    Here the VertExmotion documentation (p11)
     
    Last edited: Apr 10, 2019
  37. akuei2

    akuei2

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    Thank
     
  38. michelhabib

    michelhabib

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    Dear Kalagaan,
    We have the Pro Version of VertexMotion.

    We understand that the scenes utilizing VertExmotion should be compatible with Samsung Galaxy S4 devices.

    We are working on an app which uses VertExmotion, and we should support S4, however it seems the VertExmotion effects do not work on S4 for our character.

    We applied some investigations to prepare more info about the issue, and below are our findings:

    Experiment 1:

    - Idea: Create an empty project with some Demo scenes created by VertExmotion, and check if they work on S4

    - Findings:

    o The "Dress" demo did not work on S4 (i.e.: the scene loads and plays, but the VertExmotion effect is not playing).

    o Same demo project works correctly in Unity and on a Samsung Note 5 device.

    o The "Character" demo worked correctly on S4 (having the girl dancing and the zombie walking). Also, the Jellyfish demo worked correctly.

    - Conclusion: Some demos work on S4 and some don't.

    Experiment 2:

    - Idea: Try the VertExmotion with our model (a sea-horse model) in an empty project.

    - Findings:

    o The sea horse vertExmotion doesn't work on S4 but works correctly on Unity and Note 5.

    o The unity package for this project can be downloaded from a link that I shared privately.

    Kindly let us know why isn't the VertExmotion working on our sea horse model on S4 only (and not working on the Dress demo as well)?
     
    Last edited: Apr 11, 2019
  39. kalagaan

    kalagaan

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    There's some limitations with old devices that doesn't support shader model 3.0

    - the number of sensors per mesh is limited -> SM2.x : 4 sensors / SM3 : 20 sensors
    - Normal correction doesn't work with SM2.x
    - Sensor's link doesn't work with SM2.x ( this is the feature used for the dress demo )

    So if you want to use a shader SM3 for some devices, the shader must have the line
    #pragma target 3.0

    and it must have another vertexmotion shader fallback for older device
    #pragma target 2.0

    The shader used for the dress demo didn't have a VertExmotion compatible shader for the fallback, that's why there was no animation on S4.
     
  40. adamz

    adamz

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    @kalagaan

    Hi. I installed Unity 2019.1.0f2. When I install your latest VertExmotion, install VertExmotion_ShaderGraph_4_Nodes, and try to add your node in Unity's Shader Graph (5.7.2), when I right-click and select Create Node, the window does not show up to select a node. As soon as I delete VertExmotion it works again. Maybe it needs updated VertExmotion nodes?
     
  41. kalagaan

    kalagaan

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    Unity has broken the Shader graph custom node system... :confused:
    So VertExmotion won't work until unity provides a documentation about the new 'custom node' for shaderGraph 5.13

    More info here
     
  42. kalagaan

    kalagaan

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    I finally managed to make it work :D
    according to a node sample posted today,
    good timing! :p

    I'll push a new version soon with a new package for ShaderGraph 5.13 ;)