Search Unity

  1. Improved Prefab workflow (includes Nested Prefabs!), 2D isometric Tilemap and more! Get the 2018.3 Beta now.
    Dismiss Notice
  2. The Unity Pro & Visual Studio Professional Bundle gives you the tools you need to develop faster & collaborate more efficiently. Learn more.
    Dismiss Notice
  3. Let us know a bit about your interests, and if you'd like to become more directly involved. Take our survey!
    Dismiss Notice
  4. Improve your Unity skills with a certified instructor in a private, interactive classroom. Watch the overview now.
    Dismiss Notice
  5. Want to see the most recent patch releases? Take a peek at the patch release page.
    Dismiss Notice

VertExmotion [Released]

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

  1. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    680
    Warning
    VertExmotion UI could be broken if a sensor is deleted in hierarchy without VertExmotion UI.
    Here a tool to fix it until next version : Sensors fix
    - Open the window : Menu->VertExmotion->Fix
    - Drag & drop the VertExmotion object into the field
    - Press "Fix Sensors"

    Thanks OlliIllustrator for your feedback!
     
    Last edited: Dec 4, 2014
  2. punk

    punk

    Joined:
    Jun 28, 2013
    Posts:
    365
    Hey Kalagaan,

    The demo's look awesome, very impressive so I bought it ;), at the moment I'm using unity 5 beta do you have a workflow to get it working in 5, if not when do you plan to support it. Also I bought the basic version, if I wanted to upgrade to the pro version at some point will you be able to offer an upgrade price thanks, Taz
     
  3. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    680
    Thank you :)
    I'll fix the UI in next version for Unity5.
    Lot of people want this feature, so I'll put it on the top of the todo list ;)

    Sorry, I can't offer an upgrade price in Unity store :(
     
    Last edited: Dec 17, 2014
  4. punk

    punk

    Joined:
    Jun 28, 2013
    Posts:
    365
    Cool bananas ;) thanks
     
  5. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    680
    VertExmotion is now compatible with unity5 standard shader! :D
    It will be included in next version, but you can download the shader here.
     
    gurayg and hopeful like this.
  6. punk

    punk

    Joined:
    Jun 28, 2013
    Posts:
    365
    Awesome!
     
    kalagaan likes this.
  7. punk

    punk

    Joined:
    Jun 28, 2013
    Posts:
    365
    Works amazing what a great product thanks
     
    kalagaan likes this.
  8. punk

    punk

    Joined:
    Jun 28, 2013
    Posts:
    365
    the latest beta 18 broke it :(
     
  9. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    680
    Last edited: Dec 28, 2014
  10. punk

    punk

    Joined:
    Jun 28, 2013
    Posts:
    365
  11. Ramsdal

    Ramsdal

    Joined:
    Oct 18, 2013
    Posts:
    248
    Looks great! Any experience with performance on mobile platforms?
     
    OnePxl likes this.
  12. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    680
    Works well on mobile :)
    Shader are compatible SM2 for mobiles.
    There's only a limitation on the number of sensors for mobiles ( 3 instead of 6 ).
    Tested on IOS and Android.
     
  13. vidjo

    vidjo

    Joined:
    Sep 8, 2013
    Posts:
    97
    Hello, I am wondering if I will still be able to use my own shaders with this system?
     
  14. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    680
    Yes, you can add the effect on your custom shader, look at the documentation.
    Most of the time you have to change the name of the shader and add one line to make it compatible :)
    All unity shaders have been converted, so you'll find a lot of examples in the package.
     
  15. gshape

    gshape

    Joined:
    Aug 8, 2012
    Posts:
    93
    Hi Kalagaan,

    Just got your product and having fun with it! I used Toony Color Pro shader and had successfully converted within seconds. Nice job! ;)
    One question for you, I have some characters that have multiple materials on one skinned mesh. However, I found that VertExmotion can only recognise the first material and ignoring others on the mesh.
    Any workaround please?

    Thanks.
    gshape
     
  16. vidjo

    vidjo

    Joined:
    Sep 8, 2013
    Posts:
    97

    Perfect, thank you very much!
     
  17. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    680
    Thank you!

    VertExmotion only support the first material for now, I'll fix this in next version (coming next week).
    If you need a quick fix for your project, send me an email with a sample. ;)
     
    gshape and hopeful like this.
  18. EdwinPC

    EdwinPC

    Joined:
    Nov 25, 2014
    Posts:
    6
    Hi Kalagaan .. I see VertExmotion basic is in special right now at the assets store 50% off. Why would I want the pro instead? can I upgrade at one point from basic to pro? if I get the pro would you offer me some support or guidance to make it compatible with skyshop?

    cheers and thank you
    Edwin
     
  19. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    680
    Hi, you can't upgrade basic version to Pro version, sorry, but I can't do that on Unity assetstore. :(
    The Pro version has the full source code, and I do a priority support.
    I also include some beta versions of feature in Pro package, before basic version.
    I've already converted skyshop shaders for another customer, so you can send me an email with your invoice number and I'll help you with your project. ;)
     
  20. EdwinPC

    EdwinPC

    Joined:
    Nov 25, 2014
    Posts:
    6
    Alright sounds great !!! I will inbox you the details.... Check your inbox ! :)
     
    kalagaan likes this.
  21. Clearwater

    Clearwater

    Joined:
    Jan 7, 2015
    Posts:
    16
    Hi Kalagaan - was curious. Would this work on 2D sprites (I use 2d toolkit)?
     
  22. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    680
    Hi Clearwater,
    It works with ragespline with a small fix on the shader, I didn't try with 2D toolkit :p
    If it uses a MeshRenderer, it should work :)
    Send me an email for support if you have some problem with a shader conversion.
     
    Clearwater likes this.
  23. DrewMedina

    DrewMedina

    Joined:
    Apr 1, 2013
    Posts:
    418
    Has the dx11 issue been resolved?
     
  24. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    680
    DX11 issue has been fixed !:)
     
  25. SpectralEdge

    SpectralEdge

    Joined:
    Sep 17, 2012
    Posts:
    30
    I purchased this today, is there a quick tutorial on how to get it working with other shaders? We use colorify(https://www.assetstore.unity3d.com/en/#!/content/21177) to change the colors of our models, most of those same models we would like to use vertexmotion on as well.
     
  26. zsydeepsky

    zsydeepsky

    Joined:
    Nov 18, 2014
    Posts:
    1
    Hi~could your shader work with Unity 2D Sprites ?
    I was thinking using this in my 2d game to make my character's hair alive, could it do that?
     
  27. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    680
    You'll find how to include VertExmotion in other shader in the documentation, I'll do a better one soon.
    All unity shader have been converted in the package, so you have examples.
    If you still have issues send me an email, I'll help you. :)
     
    SpectralEdge likes this.
  28. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    680
    No, it's not yet compatible with Unity 2D sprites, I'll think about how to make it :)
     
    Clearwater likes this.
  29. chelnok

    chelnok

    Joined:
    Jul 2, 2012
    Posts:
    672
    Hi, really nice asset! Cant understand how i could have missed this one!

    I did a quick test (painted em all), and it was really easy to setup, nice job with that too :)

    I would love to test this with fatguy in pic, as you can imagine it would look awesome:

    vx_fatman.gif
    Other fella seems to work as expected, but fatman is affected only with glowing parts.

    I see that multimaterial support is coming soon, but i dont need all the materials for testing, so can i somehow change order in materials to pick one that affects to parts where i can see some fat? I'm not the modeller, so if there is any hack it should be done in unity. If not, perhaps you could send me modified script with extra integer field in inspector to force material array index to whatever i want?
     

    Attached Files:

  30. Byulbram

    Byulbram

    Joined:
    Nov 14, 2012
    Posts:
    1
    It's really cool. kind of what I need!
    On using VertExmotion on mobile project, I've got some wierd feelings for
    "Animation Speed of motion is influenced by FPS".
    Motion speed on Android Device looks different from PC editor play or stand-alone build.
    plz check this. :)
    I really love this. thanks.
     
  31. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    680
    Hi, thank you :)
    try to duplicate the material in each slot, like this :
    void Start()
    {
    Material tmp = this.gameObject.renderer.material;
    this.gameObject.renderer.materials = new Material[4] { tmp, tmp, tmp, tmp };
    }
     
    chelnok likes this.
  32. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    680
    Hum... it should not...
    I'll check this, thank you for the feedback ;)
     
  33. Project-Mysh

    Project-Mysh

    Joined:
    Nov 3, 2013
    Posts:
    223
    Hi kalagaan,

    Amazing asset. It`s compatible with unity 5 beta?
     
  34. sashahush

    sashahush

    Joined:
    Sep 5, 2012
    Posts:
    75
    Hey there, i just purchased this asset and im really looking forward to adding it to my characters!
    I have a few questions of would it be possible:
    1) Can i create a wind like effect on the painted verts
    2) Can i freeze the deformation to emulate bending metal?
     
  35. ilesonen

    ilesonen

    Joined:
    Sep 11, 2012
    Posts:
    47
    Hi kalagaan,
    I just purchased your asset. Really great tool! I got it working fine but noticed one issue. I've some skinned meshes which are scaled larger. It stops working with those scaled meshes.
    It works's fine if my character scale is 1. Anyway to fix this problem?

    Thanks!
     
  36. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    680
    There's some issue with current version :
    - GUI background of VertExmotion Panel is broken.
    - collision system doesn't work.
    - some demos with capsule Mesh don't work, because Unity5 standard capsule mesh has changed.

    All this problems have been fixed and will work in next version.
    You can find standard shader convertion for beta 18 here :)
     
    Last edited: Jan 14, 2015
  37. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    680
    In next version (coming next week), you'll be able to add custom deformation vector in local space or world space, so these kind of FX will be possible with a custom script on the gameobject.
    Gravity will also be included as a built-in feature ;)
     
  38. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    680
    It should be a bug on sensors range, try to multiply it by scale factor.
    I'll look for a solution.
    Thank you for your feedback!
     
  39. flyingaudio

    flyingaudio

    Joined:
    Dec 3, 2010
    Posts:
    71
    I purchased your asset for this feature, but now I am not sure if it has been added yet. What is the status on this? I am using Unity 5b18.
     
  40. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    680
    I'm still working on it, but I'm not satisfied yet...
    Sorry for the wait, if I can include it in next version, I'll do it.
     
  41. flyingaudio

    flyingaudio

    Joined:
    Dec 3, 2010
    Posts:
    71
    Thanks kalagaan. Looking forward to your continued quality work.
     
  42. hitorikyo

    hitorikyo

    Joined:
    Jan 2, 2015
    Posts:
    6
    would this system be well suited to creating movement in a flag or large section of cloth?
     
  43. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    680
    You could use it on a flag for global motion in addition of a shader with a noise map for local motion.
    I should do a demo for that :) It's not a built-in feature.

    VertExmotion is perfect for adding procedural motion to a skinned animation, look at the zombi demo.
    The zombi's pant is static on the left, with VertExmotion you can make it move with no effort.
     
    Last edited: Jan 16, 2015
    hopeful likes this.
  44. ilesonen

    ilesonen

    Joined:
    Sep 11, 2012
    Posts:
    47
    Thanks! Just to let you know that I've tried this and it didn't fix this problem. I have to wait for your solution;)
     
  45. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,644
    Hi Kalagaan
    Since your product costing $60 what are its advantages over Jelly Mesh? (real question, not a 'fanboy-troll-war' thing)
     
  46. hitorikyo

    hitorikyo

    Joined:
    Jan 2, 2015
    Posts:
    6
    Great, when you say the adition of a noise map for local motion do you mean an animated normal? Could a vertex offset shader be used or would this conflict with the the vertex painting in VertExmotion?
     
  47. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    680
    Hi, Jelly Mesh is another kind of softbody system, it deform the entire mesh using a collider nodes system.
    I didn't try Jelly Mesh so I won't tell you what you can do or not with it.

    With VertExmotion you can paint part of the mesh to make them moving, like hair or clothes.
    It add a more realistic effect on your characters, and you can apply it to skinnedMeshRenderer.
    VertExmotion uses the GPU, so you can use models with a lot of vertices, it's fast :)
    You don't have to change the way you work : paint, add sensors and that's all, you can animate your character with mecanim or legacy animation system... softbody parts will follow the motion.

    The cool thing is that JellyMesh and VertExmotion should be compatible :D
    Look at the demos and documentation and take the best plugin for your project.
     
    hopeful likes this.
  48. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    680
    You can use a vertex shader to animate the flag, you'll have to add 1 line in your vertex function for VertExmotion.

    v2f vert (inout appdata_full v){
    v.vertex = VertExmotion( v.vertex, v.color );
    //do flag stuff here
    }

    you can change the color attribute, if you want UV instead of painting :
    v.vertex = VertExmotion( v.vertex, float4(0,v.UV.x,0,0) );

    look at this thread for flag shader sample. ;)
     
  49. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    680
    I've found a solution for the scaling issue, but I had to modify runtime, editor and shader scripts :p
    I need to do some tests and I'll submit a new version ASAP.
    I don't know how I missed this bug... :p
     
  50. ilesonen

    ilesonen

    Joined:
    Sep 11, 2012
    Posts:
    47
    Great news! Thank you! :)