|My sister posted this one FaceBook to which is was commented: "He looks like a Cuban community leader."|
Anyway, enough sappiness, this is a blog about game development! Well it sort of is. A lot of exciting -- I think -- developments have been happening in the game industry as of late. Firstly, the next generation of consoles was finally announced. I don't feel like going into tons of details on either console, but essentially, which one will I be buying at launch? Neither. I learned my lesson of purchasing consoles on day one with the Xbox 360. Though I did enjoy that system, it's better to wait: for developers to get the kinks out and for games I actually want. Of all the titles announced at E3, the only one I really was interested in was Killer Instinct. I'm curious to how they will treat the new characters; I'll have to wait for EVO to find out. And despite all always-on Kinect issues, TV obsession, new yet disliked used game policy, I will probably end up owning both a Xbox One and PS4 at some point. Maybe for research, but probably for things like Tekken 7 or the next Darkstalkers game -- if it happens.
|Two different games, two only slightly different Ellen Pages.|
|Surprisingly fun despite the number of features and characters cut.|
Next, I've been slowing working on my Mixamo to Unity pipeline, and I think I finally made some breakthroughs! I essentially wrote a script that will convert the Mixamo rig into my own, custom rig! Now, Mixamo does provide two scripts that will convert your skinned model, but they do odd such as applying a morph that deforms the mesh and doesn't export to Unity. Fed up with this, I decided to write my own script! I'm going to share this script to the public. I will warn, however, that this script is definitely making the assumption that you export with the Y-Axis up and are reimporting back into 3DS Max. It's a simple MaxScript that you run and it should rig the character for you. Also, when you export, you need to make sure you only export the nodes starting with "mixamorig" and any meshes you want to export. The customrig:Root node also has some parameters for switching, hidding, and snapping the forward kinematic limbs to the inverse kinematic limbs. Below is an image of the rig on a green, nude character I will never use:
|Not so strong Hulk smash?|