Unity

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Components

File Description
Root Motion Computer
Date: 2010.05.24
Version: 1.0
A component that allows forward motion in animation data to drive a character’s movement in space. Intended to be used in conjunction with forward-moving animations as an alternative to in-place animations and hard-coded velocity values. (RootMotionComputer.cs is located in the Plugins directory of the externally linked Unity project. Please see my tutorial video for more information. Created for Mixamo.)

Editor Extensions

File Description
Biped Editor
Date: 2011.01.07
Version: 1.03
This package contains source code for components and editors to instantly set up properties for biped characters to enter and exit ragdoll on the fly. Quickly create and edit collider volumes, joint limits, and mass distribution based on medical research data for humans. For a full demo, please watch the tutorial video. Notes: Compatible with all platforms; requires Interpolate.js from UnifyCommunity wiki (included).
Custom Handles
Date: 2011.01.07
Version: 1.01
This package contains source code for a variety of custom editor handles to allow for intuitive control and tuning for complex objects. It includes handles for interactively adjusting arcs, falloff zones, shapes, helixes, joints, and more! The package also contains various examples to get you started, including helical mesh ribbons, helical particles, and simple AI awareness testers. Notes: Compatible with all platforms; requires Interpolate.js from UnifyCommunity wiki (included).
Maya Extensions
Date: 2011.11.03
Version: 0.22
This free package contains source code for for a variety of components and editor scripts aimed at helping Unity Pro users automatically import a variety of data from Maya. It requires Unity Pro and Autodesk Maya 8.5 or newer, with the AM Tools Python package installed. It includes automatic importation for the following features:

  • Animation Expressions – Automatically convert expression nodes to C# code and import it with your model
  • BlendShapes – Sparse blendShapes for linear, per-vertex mesh deformation on skinned and non-skinned meshes (lightweight enough to work on mobile devices in some cases)
  • Aim Constraints – Aim at another object, or aim at a point between the multiple weighted interpolation of several objects’ positions
  • Orient Constraints – Lock orientation to another object, or perform a multiple weighted interpolation of several objects’ orientations
  • Point Constraints – Lock position to another object, or perform a multiple weighted interpolation of several objects’ positions
  • Hip Constraints – Control orientation of helper joints to correct twist deformation for a hip
  • Shoulder Constraints – Control orientation of helper joints to correct twist deformation for a shoulder
  • Expose Transform – Compute transform information for one object with respect to another
  • Other Utilities – Clean up hierarchy of skinned models on import, decompose quaternions for any Euler rotation order, perform slime quaternion interpolation, and more

Please see comments in the source code for information on current limitations. For help getting set up and for feature demonstrations, please see my tutorial videos (Part 1 and Part 2).