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About spookycat

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  1. Towards a Simpler, Stiffer, and more Stable Spring

    Was the example source code ever released for this?
  2. IOTD bug

    Same here, just the same images being recycled, as the original poster says sometimes you get the same one on the left side twice in a row, just done 100 odd votes and only saw some images a dozen times.
  3. We have just released the 3DS Max 2013 version of the Terrain plugin, the full version of the plugin also comes with the Unity scripts that allow easy importing of terrains generated via the plugin into Unity along with the generated texture, it also allows the importing of Terragen files. The 2013 version of the plugin is available now on our website with a demo version also available to try. The Terrain plugin for 3DS Max allows you to generate landscapes from real world elevation data in a couple of clicks. The plugin makes use of DEM data that is available freely on-line but instead of you having to locate the right DEM file for your needs, patching them together and importing the data manually our plugin allows you to directly set a latitude and longitude coordinate and the plugin will automatically locate the right data and import it into 3DS Max and generate a mesh to your desired level of detail. You are free to drag the location around and zoom in or out and the plugin will fetch any new data it needs and rebuild the mesh automatically. The data will be stored on your system so future alterations will not require data to be re downloaded. The elevation data is sampled at 90m intervals and also for the US you can select 30m interval data for even more accurate terrains. The plugin allows you to color your mesh based on height with a user customizable color table. The sea level can be changed and you have the option to cap the mesh. At any time you can change the mesh density and you can select to use a given vertex budget or set the distance to use between vertices etc. Another major feature of the plugin is the ability to use Google Earth to generate textures for your terrains (you should have Google Earth Pro if you plan on using the images for commercial use). You can tell the plugin the resolution of the texture you want to apply to your terrain mesh and it will automatically produce the texture for you. The Terrain plugin is available for Max 2008, 2009, 2010, 2011, 2012, 2013 both 32 and 64 bit version. Please note you require an internet connection for this plugin to work as it streams the data it needs directly from the internet. More information as well as a limited functionality demo is available at http://www.west-racing.com/mf/?page_id=2979 Some examples of meshes built in a couple of minutes using the plugin including texture generation, Click the image to play the video. And a Quick Start to the basics of the Plugin again click the Image to play the video. Quick modelling tour of Italy
  4. [img]http://www.west-racing.com/mf/wp-content/uploads/2012/11/steampunk8-2012-11-06-22-21-50-927.jpg[/img] Mad professor MacSpeedee has created a test chamber to conduct his research into procedural animation and deforming poor defenseless meshes in unimaginable ways. This Video shows the new tutorial scene we have created for future video guides to the MegaFiers system which is a system we developed for Unity3D to allow users to animate, morph and deform their objects with over 40 different modifiers such as bend, twist, FFD etc. Tony has been busy creating a nice SteamPunk scene and it was fun coding up the switches and dials code which is based on the car wiring system we use in our driving sims. This demo also features an all new camera system with various modes such as free, orbit, path based cameras as well as a Cut Scene manager so recorded cameras can be played back and mixed in any order etc. A lot more information about the MegaFiers system can be found on our website at [url="http://www.west-racing.com/mf"]http://www.west-racing.com/mf[/url] [b]Click the Image below to play the Video[/b] [url="http://www.youtube.com/v/BcRGeBVjFdw&hd=1"][img]http://www.west-racing.com/mf/wp-content/uploads/2012/11/ytsteam.jpg[/img][/url] [b]Screenshots[/b] [img]http://www.west-racing.com/mf/wp-content/uploads/2012/11/steampunk8-2012-11-06-22-21-25-372.jpg[/img] [img]http://www.west-racing.com/mf/wp-content/uploads/2012/11/steampunk8-2012-11-06-22-21-05-728.jpg[/img] [img]http://www.west-racing.com/mf/wp-content/uploads/2012/11/steampunk8-2012-11-06-22-20-56-544.jpg[/img] [img]http://www.west-racing.com/mf/wp-content/uploads/2012/11/steampunk8-2012-11-06-22-20-31-434.jpg[/img]
  5. [img]http://www.west-racing.com/mf/wp-content/uploads/2012/06/desktop.jpg[/img] We have all seen game with beautiful rolling backgrounds, now you can have them too! Making a racing game? Then no problem with Mega-Shapes. Draw a path for the road, draw a cross section and then loft a road. Want more detail? Then Loft a barrier and it will automatically conform to the road surface. Slide the barriers in or out, scale them, twist them, you imagination is the only limitation. Want more? Then use the powerful rail clone feature to repeat and position sets of objects along your road, fences, power-lines, trees whatever you like. Still not enough? For those that want even more Mega-Shapes gives you a scatter system that will take any objects you choose and scatter them along your road and have them automatically conform to the existing meshes surface. Also included is a complete spline editor and spline to mesh system along with controllers to move objects along your splines and levels.With Mega-Shapes you can create beautiful levels quickly and easily. [img]http://www.west-racing.com/mf/wp-content/uploads/2012/06/moo-shapes2.jpg[/img] The all new MegaShapes system is a greatly improved and enhanced version of the simple Shapes system that is included free in the MegaFiers system. The new system has all the basic spline editing and spline to mesh systems of the previous version but has been extended by the inclusion of an advanced Lofting system. The lofter in MegaShapes allows you to use shapes as paths and then create a mesh by lofting a cross section along that path. You can choose between the simple lofter that uses on cross section or the more advanced complex lofter that allows you to use any number of cross sections to build the mesh. Once you have created your loft surfaces you can make use of the Loft Layer system to add more detail to your meshes. The layer system allows you combine any number of meshes into the final mesh. [b]The layers currently included in the system:[/b][list] [*]Loft [*]Complex Loft [*]Clone [*]Clone Simple [*]Clone Spline [*]Clone Spline Simple [*]Scatter [*]Scatter Simple [*]Scatter Spline [*]Clone Rules [*]Clone Rules Spline [/list] [b]Features of the MegaShapes System:[/b][list] [*]Full 3D Bezier spline system. [*]Base set of shapes such as circle, star etc included. [*]Complete spline editor system. [*]Controllers for moving objects along splines. [*]Exporter for 3DS Max to export shapes as well as animated shapes from Max to Unity. [*]Spline to mesh system, turn any shape into a Mesh and extrude it. [*]Complete control over UV mapping of generated meshes. [*]Collider support for all generated meshes. [*]Basic 3D Lofter. [*]Advanced 3D Lofter. [*]Layer based cloning and scatter system. [*]Automatic mapping of objects to generated surfaces. [/list] More information and the docs for the system can be found on the website at [url="http://www.west-racing.com/mf"]http://www.west-racing.com/mf[/url] the current cost of the system is $100 and it can be purchased from the Asset Store now. Video guides to the system can be found on the Youtube channel at [url="http://www.youtube.com/playlist?list=PL6E3DFE75D40659ED&feature=view_all"]http://www.youtube.c...eature=view_all[/url] [b]Test scene where all meshes were created using the system[/b] [media]http://www.youtube.com/watch?v=bEGYl1Ec3q0[/media] Video guides to some of the features [media]http://www.youtube.com/watch?v=ZPl0gNazGMA[/media] [media]http://www.youtube.com/watch?v=gTkkntr9h98[/media] [media]http://www.youtube.com/watch?v=U-J0taTL1O4[/media] [media]http://www.youtube.com/watch?v=J_deBNIQ01Y[/media] [media]http://www.youtube.com/watch?v=gGOvFFOlqKU[/media] [b]System running on an Android tablet[/b] [media]http://www.youtube.com/watch?v=znDN2yxSEwU[/media]
  6. Version 1.86 of MegaFiers the Mesh deformation, morphing and animation system for Unity 3D has been released. MegaFiers is an advanced system that allows the user to deform meshes with bends, twists, tapers or any number of the 40 plus included modifiers, as well as a complete morphing/blendshape system with exporters for 3ds Max, Maya, Blender and Lightwave, and also included is a complete vertex animation system thats supports industry standard .pc2 .dd and .mc files. This update brings some improvements to the animation clip system for Morphs and Point Cache playback including an auto sync feature to the current playing animation, as well as two new modifiers in a Dynamic Water Ripple modifier and a Displace modifier that can use a Webcam as an input. [b]Tutorial Demo scene video[/b] [url="http://www.youtube.com/watch?v=mAD0slvVxQ0"][img]http://www.west-racing.com/ytflyer.png[/img][/url] We have also put together a new test scene for a new series of tutorials on the features of the system. You can see a video of the scene above or try the interactive webplayer demo by clicking the poster. [url="http://www.cinemapilar.com/flyer/index.html"][img]http://www.west-racing.com/mf/wp-content/uploads/2012/04/busting-out.jpg[/img][/url] There are also the first two videos in the new tutorial series and more information on these can be found on the main [url="http://www.west-racing.com/mf"]MegaFiers website[/url] or by clicking the images below. [b]Tutorial 1 Attach Object[/b] [url="http://www.youtube.com/watch?v=6aOz8rmv22s"][img]http://www.west-racing.com/tut1.jpg[/img][/url] [b]Tutorial 2 Bend Modifier[/b] [url="http://www.youtube.com/watch?v=okZ3-j6GIWA"][img]http://www.west-racing.com/ytbend1.jpg[/img][/url] [b]Dynamic Water Ripple Modifier[/b] [url="http://www.youtube.com/watch?v=w-LmxLfhyy"][img]http://www.west-racing.com/ytfloat.jpg[/img][/url]
  7. Is Iotd working?

    Oh that's good, thanks for the heads up, just disconcerting when preview shows a blank page and there is no confirmation email etc to show the submission was a success. Thanks again.
  8. [img]http://www.west-racing.com/DinoShelf.png[/img] Hi All I just uploaded a little teaser video from the MegaFiers Playroom demo. The demo will be used to show of some of the features of MegaFiers used in a game type environment for people to interact with as well as for future video tutorials on the system. The demo will be available as a webplayer soon and I will post a link here for that or keep an eye on the MegaFiers facebook page. MegaFiers is a mesh animation, morphing and deformation system for Unity3D, it allows the user to use morphs exported from packages such as 3DS Max, Blender, Lightwave etc as well as support for Point Cache file formats .pc2 .mc and .mdd. The system also has 40 mesh modifiers such as Bend, Twist, Taper, FFD, rubber, ripple and space warps to allow the user to manipulate meshes in realtime in their games, great for stretching cartoon characters or adding damage to cars or even secondary motion to ears or Dino tummies. The system currently supports the following deformations: [list][*]Bend[*]Bubble[*]Bulge[*]Cylindrify[*]Displace[*]FFD (2x2x2, 3x3x3, 4x4x4) (Lattice in Maya)[*]Hump[*]Melt[*]Morph[*]Noise[*]Path Deform[*]Page Flip[*]Point Cache Animation[*]Pivot Adjust[*]Push[*]Radial Skew[*]Relax[*]Ripple[*]Rubber[*]Skew[*]Spherify[*]Stretch[*]Taper[*]Twist[*]UV Adjust[*]UV Tile Animate[*]Wave[/list]And the following World Space Warps: [list][*]Bend[*]Noise[*]Ripple[*]Skew[*]Stretch[*]Taper[*]Twist[*]Wave[/list]MegaFiers is written in C# and is heavily optimized and also fully multi threaded to get the best performance out of the platform be it web based or iPhone or Android. It also comes with custom exporters for 3DS Max and Blender with third party addons for other packages becoming available. To see more videos of MegaFiers in action please check out this channel. MegaFiers is available now in the [url="http://u3d.as/content/chris-west/mega-fiers/1Qa"]Unity Asset Store[/url] Music is by Chris Blackwell, all 3d models and textures were created by Tony West except the Dino. The Dino was animated by [url="http://www.youtube.com/user/sauravsarkar"]Saurav Sakar[/url] who is available to do animations for your projects. All scripting and the MegaFiers system was done by Chris West. Please visit the [url="http://www.facebook.com/pages/MegaFiers/147310505347685"]MegaFiers facebook page[/url] for more images and info and the [url="http://www.youtube.com/user/Gawaine1066?feature=mhee"]MegaFiers Youtube Channel[/url] for more videos and tutorials on using the system. Chris [media]http://www.youtube.com/watch?v=4-450kR3E4Q[/media] [media]http://www.youtube.com/watch?v=d7eM_LNNNDM[/media] [img]http://www.west-racing.com/DinoTitle.png[/img] [img]http://www.west-racing.com/TrainDino.png[/img] [img]http://www.west-racing.com/OverProjector.png[/img]
  9. Is Iotd working?

    Just isn't working for me, submitted 3 times with no luck, preview doesnt work just goes to a blank page, others seem to have more luck.
  10. Hi There I submitted an iotd nearly 4 days ago but received no word about it so assumed something went wrong and resubmitted 2 days ago but again nothing happened, the current iotd has been up for 5 days with no new images showing up in the gallery in that time. Is the system working? Chris
  11. Why do the images not show for most submissions to IOTD, there are about 6 topics in the new IOTD system but only two of them show an image in the gallery? Edit: Seems to be working now
  12. Parallel Transport Frame?

    Added a quick video showing the issue. [media]http://www.youtube.com/watch?v=DLNMrIKeo28[/media]
  13. Hi There I am working on a 3d rope system for a game using a basic spring mass system and then extruding a shape along the resulting curve to form the mesh. As is well known using a simple lookat to find the rotation frame for each cross section leads to issues of 180 degree flips so I added a Parallel Transport Frame system which works fine to remove the 180 degree flips but on a dynamic system I end up with the whole rope spinning as the cross section spins around the curve axis. Does anyone know a solution that fixes the 180 flip problem of the normal Frenet approach but doesnt add a spin to the whole mesh in a dynamic system, or is there a way to detect the amount of spin per cross section and subtract that as an extra rotation to the cross section? Thank you Chris
  14. Hi All Iam trying to find some sound editing software that will allow me work on various sound fxs and combine them with filters and effects in a similar manner to the node based shader editors. For example have 4 wavs as seperate inputs then to each of those drag a filter or effect then combine the results to an output which in turn is used as an input to another filter and the result then saved as a new wav file. Does anyone know if such a system is available on the PC at all? Thanks Chris
  15. Hi There Iam looking for a good free to download morphing example in 3ds max, ideally something that makes use of multiple morph targets per channel etc, does anyone have such a file or know where one could be found? Thanks Chris