20/06/2016

BroDynamics 1.4.0 Released!

Phew, it took me a while to get it all together. It was huge update. Last few days was I was fighting with bugs mostly, which started to appear seemingly out of nowhere.

There are three main updates in this release.
– Added 2 more simulation modes: Points and RBD
– UI Improved

Since there are these huge updates, there may be new bugs in this release, which I did not have a chance to catch yet. Feel free to report any problems you enouncter, and I will try to fix it ASAP.

Along with this release I made new promo video, and started making a series of How To videos.

New Promo

 

 

How To series

 

 

 

 

 

 

I think later I will sit back and write a nice post about some behind-the-scenes… Or not… We’ll see 😀

Changes:
1.4.0
– A lot of bug fixes and improvements overall.
– Compatibility fix! Now works with Maya 2014 too. Probably with 2013 as well.
– UI reworked, now windows delete properly when you close the main BroDynamics window, docked or undocked. Memory leak here and performance impact after closing and openning it often should be fixed now.
– Icons everywhere! 😀
– NEW! Added single object simulation based on nParticles.
– NEW! Rigid Body and Ragdoll simulation module.
– Added SnapRuntime plugin for object matching for RBD mostly. Thank you, Red9.
– Fixed Get button in Batch Window
– Batch window’s list will now properly update when you hit Undo. Now no need to worry about making mistakes there at all.



Copied from my site's blog: http://nixes.ru/?p=568

16/06/2016

BroDynamics Update Sneak Peak

 

 

Working on an update.



Copied from my site's blog: http://nixes.ru/?p=565

05/06/2016

Unity fun

A few weeks ago I was trying out some concepts in Unity, to practice C# and learn some new things. I think it’s time to show some of it here.

Everything in this prototype was done by me, including awesome capsule models for enemies and animations for player character.

Collision-based damage, imploding\exploding grenades, turret spawning, shooting, gravity gun and in later tests even multiplayer support.



Copied from my site's blog: http://nixes.ru/?p=559

04/06/2016

Control Mesh Creator and Auto IK FK Switcher are out!

 

 

Auto IK FK Switcher works with any rig using a regular 3-chain IK-FK setup. It works with meta-connections (fancy name for connecting nodes using ‘message’ connections and finding them later through these connections), which allows it to be context-sensitive. The UI has just a few buttons, and it knows which IK-FK body part you selected, and will perform a switch for selected body-part. You can also freely rename controls and objects, it will still work.

It also has an automatic mode, which will switch IK to FK if you select FK and vice-versa.

Control Mesh Creator replaces control curves with mesh-based controls. They follow the original mesh, and are invisible to the animator, who can simply click on the part of the mesh to select a control. Similar to Pixar’s Presto software approach.



Copied from my site's blog: http://nixes.ru/?p=551

19/05/2016

Site update

Phew, CSS3 is not nearly as hard as I thought some time ago. Updated this site’s design a bit, added some neat hover features, and made the “TOOLS” page where you can take a look at a few of my main tools I made and am using in my work. Some of them are available for purchase, some will be later, some may be free, so keep an eye on that page :)



Copied from my site's blog: http://nixes.ru/?p=489

18/05/2016

BroRig Update 03 – Shape replacer

 

 

And here come Pixar Presto’s style controls! A tool which allows me to quickly replace NURBS curves with controls following mesh. Very intuitive for animators. Thanks to Jason Schleifer for showing how this is done in Maya.



Copied from my site's blog: http://nixes.ru/?p=443

17/05/2016

BroRig Update 02 – Mostly works

Well, it mostly works, and already created a script to replace controls with selectable mesh controls, details in the video.
Will create mini-ui for it, probably, and move onto creation of automatic ik-fk switching stuff… Or fix the rig itself. Or, maybe, put it away for a while, and rig something with advanced skeleton and animate it… Hm, not sure which will be next yet. We’ll see.

 



Copied from my site's blog: http://nixes.ru/?p=431