Description A little teaser video from the MegaFiers Playroom demo. The demo will be used to show of some of the features of MegaFiers used in a game type environment for people to interact with as well as for future video tutorials on the system.
MegaFiers is a mesh animation, morphing and deformation system for Unity3D, it allows the user to use morphs exported from packages such as 3DS Max, Blender, Lightwave etc as well as support for Point Cache file formats .pc2 .mc and .mdd.
The system also has 40 mesh modifiers such as Bend, Twist, Taper, FFD, rubber, ripple and space warps to allow the user to manipulate meshes in realtime in their games, great for stretching cartoon characters or adding damage to cars or even secondary motion to ears or Dino tummies.
MegaFiers is written in C# and is heavily optimized and also fully multi threaded to get the best performance out of the platform be it web based or iPhone or Android. It also comes with custom exporters for 3DS Max and Blender with third party addons for other packages becoming available.
A video can be seen on Youtube
awesome demo man, looks real!
Love the theme and music, though you overdid the DOF (looks like DOF vignetting). I saw your other videos you posted on Unity's forums. You should have added them here as I think they convey the technology you're building a lot better. Nevertheless, it's cool stuff. Are you performing your modifications on the GPU, CPU, or both?
Yes the DOF type blur is done in the vignetting it is also overdone but only when the titles are up, there is no blur when you are actually interacting with the demo so hopefully I am forgiven on that one
And yes you are right this video doesn't really show the tech behind the system you need to be interacting with the objects to see that, just kinda teasing while I tidy up the last bits. For anyone more interested in seeing some examples of the deformations available then the link TheNut gave is a good place to start (thanks for that)
The deformations are all done on the CPU due to the nature of the system ie being able to stack multiple effects on top off one another and the complexity of some of the effects and the need for it to work on mobile devices the computations needed to be on the CPU, though the system is fully multi threaded (on mobiles as well if they have multi cores).