Biped Editor released

For anyone at Unite, you already know about this. Unity announced their asset store at the keynote yesterday, which lets developers sell or share assets, editor extensions, and so on, right inside the Unity editor for users to download directly into their projects. As such, I wrapped up a first release of my Biped Editor and put it up with full source code. You can get it from the Unity asset store now, if you download Unity 3.1. I put together a quick tutorial video for anyone who downloads it to get an idea of what the feature set for this release looks like. Hope some of you out there find it useful!

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.

Biped Editor for Unity 3.0

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.

Maya Python – The Book

Well we have finally wrapped up development on Touch KO! The last few weeks have been hectic as we had some last-minute requirements sort of indirectly imposed on us by Apple, but everything is wrapped up and sent off to Chillingo.

One of my next projects is a book on the Maya Python API for Morgan Kaufmann (publisher of David Gould’s Complete Maya Programming texts). Ryan Trowbridge and I will be working on this together over the next year, so it is sure to be fun and exciting. We have a pretty comprehensive plan for what the book will cover, but please do feel free to contact either of us if there are specific things you would like to see!

In other news, Crane Wars, the newest Blurst game, was released a couple weeks ago. Among other things, I focused primarily on the characters in it. I did a post awhile ago that showed the facial rigs I created for them. Go play it now!

Crane Wars logo

More TKO Work

This last week the game has really made some pretty dramatic changes! In addition to getting more of Michael’s graphic design work in place, we have lighting working on the characters now! This is actually a really taxing process for a platform like the iPhone (not the rendering so much as skinning something with normals). That’s why you see so many games with unlighted characters. However, thanks to the genius of Renaldas Zioma and the rest of the iPhone team over at Unity Technologies, we’ve gotten some massive engine performance increases. One of these is assembly-level skinning using the ARM’s VFP coprocessor. Anyway, I’ll stop ranting and just let you take a look at the screenshots!

Touch KO Menu
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