Posts Tagged ‘Unity’

Adding Unity Tools

Friday, February 19th, 2010

Waiting on videos to render is the perfect time to add and update site content, because everything else is bogged down. In that respect, I wanted to note that my Unity tools page is now open for business, where I will be posting more components and editor scripts in the future. For starters, I have uploaded two basic components (each zip file contains a UnityScript and a C# version).

The first component is an aim constraint, to simply mimic the behavior of Maya’s aim constraint. The benefit of using this over a simple call to Quaternion.LookRotation() is that you can specify arbitrary forward and up axes on the constrained object (just as in Maya). You could use this with the AssetPostprocessor class to automatically import constraints in your asset files (FBX, Maya, etc.).

The second component is a look rotation constraint. It allows you to not only specify arbitrary forward and up axes on the constrained object, but also constrain it to a world forward-vector and world up-vector (so it does not need to aim at a target, but can mimic the “pointing” direction of another transform).

Touch KO is out!

Sunday, July 26th, 2009

I’m out of town right now, so have to be pretty brief, but I wanted to say that Touch KO is finally out now! You can pick it up in the App Store for a special launch sale price of $2.99! Perfect for blowing off some steam if you’re waiting around somewhere.

Touch KO screenshot

Maya Python – The Book

Thursday, July 2nd, 2009

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

Friday, June 5th, 2009

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
(more…)

Touch KO Gets a Facelift

Monday, June 1st, 2009

We’re coming down the home stretch right now with Touch KO as well as with Crane Wars. Have you ever crunched on games? Not fun. Now try crunching on two games simultaneously. OK well me crunching on my two games at once is probably still not as bad as crunching on one game for E3 at a company like Sony or Activision (you guys know who you are and have my deepest sympathies).

Anyhow, we hooked up with Michael Heald, the awesome graphic designer who did the Blurst website, to have him take a pass at the graphic design elements in Touch KO. He has done a marvelous job and we have started getting some of his work into the game. Just a couple more weeks now and we should be ready to submit! Here are a couple of new shots to share!

New Touch KO logo!
(more…)