Archive for the ‘Games’ Category

An Automated Pipeline for Generating Run-Time Rigs

Friday, April 1st, 2011

On account of getting the flu at GDC, and then having to catch up on all of my work that wasn’t getting done, I’ve been a little behind, but I wanted to make sure I got up a write-up for my main conference presentation from GDC this year.
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Live in the Asset Store

Wednesday, March 30th, 2011

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).

Biped Editor for Unity 3.0

Tuesday, July 13th, 2010

I’ve been really head-down for awhile with work, the latest of which has involved some pretty substantial refactoring of Touch KO for a big update this summer (finally!). Since I’ve been working in Unity 3.0, I thought I’d share a short clip of a tool I developed during the refactoring process. It’s a biped component along with an editor for interactively adjusting collision shapes and sizes as well as joint limits. The component also has functionality to perform an automatic mass distribution based on human values, as well as interfaces for entering and exiting ragdoll. If I manage to get caught up on things after the update I’ll probably share the code on here eventually, but as anyone who follows the site may have guessed it’s been really busy lately O_o.

Note: for best viewing, I recommend turning the resolution on the video up to 1080p and watching full-screen, since that’s my native resolution and it will be easier to read some of the buttons.

New Plug-in Coming Soon: AM_Ribbon

Wednesday, February 10th, 2010

Things have been unusually hectic so far this year, and with GDC on the horizon it’s not looking to be much clearer for awhile. However, that doesn’t mean I haven’t found a way to make all of my different obligations overlap in some ways! I’ve been working a little bit as a consultant over the last few months to help out Infinite Ammo with an upcoming title: Marian.

During the course of my work on the project, I developed a new Python plug-in for Maya to help out with hair modeling. I will hopefully have a chance to deploy a new version of my free Python package soon that will include it, but in the meantime I thought I might share this video that Alec posted up on the IA website where I show what the plug-in does. Hopefully some other folks out there will find it useful too!

Setting up your PYTHONPATH environment variable globally on OSX

Friday, October 2nd, 2009

Here’s another time-saver for OSX users. Don’t use environment.plist for global environment variables!
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