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Mega-Fiers, morphing added.

See video

Just finishing up adding morphing into the mix. I have put a video up so you can see a brief run through of the workflow. I have gone with the suggestion of using .obj files to handle the vertex mapping and targets/shapekeys and channels. So currently the system can support any number of morph channels and each channel can have any number of targets/shapekeys to define the morph. The morphing is done via a bezier system to give a much smoother look to the end results but if that isn't desired the amount of 'tension' can be increased or reduced to suit your needs.

Also the morphing is performed with the original data from the 3d software instead of with the Unity mesh which saves a lot of overhead, in the example in the video the Unity mesh has 1056 vertices but the morph uses the original 666 vertices. All the targets, channels and vertex mapping is handled via .obj files which any 3d software can export so the system can be used by anyone. Hope to have this uploaded to the asset store tonight.
Chris

Petey's picture
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Joined: Feb 3 2010
How has the experience been

How has the experience been on the asset store for you so far?

SpookyCat's picture
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Joined: Oct 6 2010
It's been very good.

Hi Petey
Very good indeed so far, has a nice email from Unity when I first submitted and then they have featured it in a blog and a newsletter since then which is very kind of them. And so far not had one problem email, just feature requests. Only small issue was at the start with some confusion over pricing as all of a sudden the price I set got bumped up by 25% for euro VAT. And a little finer control over pricing would be nice, and also a slightly better rate for anyone wishing to sell an asset exclusively in the store would be nice. And also the approval speed for new submissions is very fast so all in all been very good.
Chris

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