Unity fun

A few weeks ago I was trying out some concepts in Unity, to practice C# and learn some new things. I think it’s time to show some of it here.

Everything in this prototype was done by me, including awesome capsule models for enemies and animations for player character.

Collision-based damage, imploding\exploding grenades, turret spawning, shooting, turret-motion prediction, gravity gun and in later tests even multiplayer support.

Learned lot of cool things. But now I guess I’ll give UE4 a go.

Control Mesh Creator and Auto IK FK Switcher are out!

 

 

Auto IK FK Switcher works with any rig using a regular 3-chain IK-FK setup. It works with meta-connections (fancy name for connecting nodes using ‘message’ connections and finding them later through these connections), which allows it to be context-sensitive. The UI has just a few buttons, and it knows which IK-FK body part you selected, and will perform a switch for selected body-part. You can also freely rename controls and objects, it will still work.

It also has an automatic mode, which will switch IK to FK if you select FK and vice-versa.

Control Mesh Creator replaces control curves with mesh-based controls. They follow the original mesh, and are invisible to the animator, who can simply click on the part of the mesh to select a control. Similar to Pixar’s Presto software approach.

Site update

Phew, CSS3 is not nearly as hard as I thought some time ago. Updated this site’s design a bit, added some neat hover features, and made the “TOOLS” page where you can take a look at a few of my main tools I made and am using in my work. Some of them are available for purchase, some will be later, some may be free, so keep an eye on that page 🙂