My Unity Maya Extensions are now live in the Unity Asset Store, so you can also download them directly from within Unity. Please note that the license was slightly modified to comply with their requirements (instead of MIT, it’s a modified version of the FreeBSD license, which hopefully should make no difference for anyone else).
Archive for March, 2011
Although I still need to do a formal write-up for my GDC presentation, I do finally have all of the source code ready to go (or at least I think it’s ready enough), so I wanted to make it available for download now. Here’s a brief summary of changes:
- All of my Python stuff is officially copyrighted under the MIT License now.
- Since I know a fair number of people out there rely on decent API examples for learning, I refactored all of my plug-ins to conform to better practice.
- As part of the plug-in refactoring process, the AM_HipConstraintCmd and AM_ShoulderConstraintCmd plug-ins are now deprecated, and the commands are contained in the same plug-in files as the nodes.
- Math has been dramatically simplified in both the amHipConstraint node and amShoulderConstraint node. In the case of the latter, the results you get should be identical to before, while the former will yield some minor different results when out of the lateral plane of rotation.
- All of my comments have been reformatted so that Doxygen can generate more useful information for the online documentation.
- All tool help menus now link to the online documentation to bypass text formatting issues with maya.cmds GUI in Qt.
- Added files module with utilities for batch conversion of files to FBX, or for downgrading Maya ASCII files. (Note it is pretty hacky and not tested especially thoroughly, but I included it in case anyone might find it helpful.)
- Added unity sub-package with utilities for modifying files to work in conjunction with my Unity Maya Extensions.
Now that GDC is over with, it’s time to get caught up on everything. (By the way, I’ll be putting up source code and a write-up for my presentation sometime in the next couple of days.)
Anyhow, way back in January I helped out at the Madison Global Game Jam. In addition to helping people out with their Unity projects, I squeaked in a short one of my own, which I have posted up on my portfolio page. Check it out and have fun, but remember it’s only a couple of hours worth of work. As such, it requires deferred-rendering capable hardware, and I made no optimization efforts whatsoever.
In the world of game development, you sometimes have to take a cue from the world of boxing, and know when to throw in the towel. I made the decision this week to finally terminate further development on Touch KO, and wanted to write up some thoughts and reflections on the process in hopes that some other developers may find the information handy.