Unity Asset - Vertexmotion Or Pro

VertExmotion is a shader based softbody system coupled with a procedural animation system. PC / MAC / iOS / Android / WebGL source code included in PRO version. VertExmotion is a shader based softbody system coupled with a procedural animation system. Sell Assets on Unity. Submission Guidelines Asset Store Tools Publisher Login FAQ. Unity Asset Store. Accelerate your development. Bring procedural animation to your project with VertExmotion Pro. A fast and easy soft body simulation.

Click to expand.It's a really interresting FX VertExmotion could help for the vertices deformation You can use the same VertExmotion sensor on both meshes. Here I've used a negative inflate and a rotation, so it generate a kind of vortex. The rotation feature will be available in the next version (1.5.3). But you'll have to create your own surface shader that mix/blend the characters colors. Or maybe you could find or create a post process FX that merge the colors. It's a complex FX, it also require an animation behavior that merge the bones to the same position. You can paint the weight of the vertices in unity.

The vertices will be affected by the sensors according to the weight. This is not a sculpt process. The sensors can move the vertices in its range, so it can add additionnal motion to the zone ( jiggle, deformation on axis, inflate.). Have a look to the. The version 1.6 will include a normal correction, it should be available next week. VertExmotion move vertices, so the normal correction is better on high poly mesh. Here a demo of the normal correction with tesselation.

I'm interested in purchasing this asset but I wanted to know if it fits my specific needs. I'm looking for a way to add tire inflation like your demo to all of my cars. However I noticed that since this is shader driven it might be kind of difficult to integrate into my workflow. So basically all of my wheels in-game are procedurally generated. None of them are static meshes or prefabs, they are all generated with code at runtime, and then materials, etc are applied to the generated mesh. So I was trying to wrap my head around how I would integrate your system with this since everything is done at runtime and with your system you have to paint deformation and stuff. I don't see how it will work and so I'm kind of hesitant to buy your asset if you can only define deformation in the editor.

I don't see how I would generate deformation based on the specific mesh at runtime. Is my thinking correct? I'm interested in purchasing this asset but I wanted to know if it fits my specific needs. I'm looking for a way to add tire inflation like your demo to all of my cars. However I noticed that since this is shader driven it might be kind of difficult to integrate into my workflow. So basically all of my wheels in-game are procedurally generated. None of them are static meshes or prefabs, they are all generated with code at runtime, and then materials, etc are applied to the generated mesh.

So I was trying to wrap my head around how I would integrate your system with this since everything is done at runtime and with your system you have to paint deformation and stuff. I don't see how it will work and so I'm kind of hesitant to buy your asset if you can only define deformation in the editor. I don't see how I would generate deformation based on the specific mesh at runtime. Is my thinking correct? I bought this asset about a year ago and am only just now getting to grips with it. I have quite a complex character set up with about 12 different materials. They are all using VertexMotion compatiable shaders.

However, when it comes to paint the weights on to the mesh, I am finding it extremely difficult to get an accurate map. I want to use the texture option to define the active areas, but, it only allows me to apply this to the whole mesh! I just want to affect the torso and the torso material. This way I could make a copy of the torso texture and turn it into a weight map, then use it to define my weights. Is there anyway to set up a weight map for just one of the materials (ie, the Torso)?

If I use a texture to define what areas are weighted, how do I know what part of the texture to paint if there is no material UV map defined? I bought this asset about a year ago and am only just now getting to grips with it. I have quite a complex character set up with about 12 different materials.

They are all using VertexMotion compatiable shaders. However, when it comes to paint the weights on to the mesh, I am finding it extremely difficult to get an accurate map. I want to use the texture option to define the active areas, but, it only allows me to apply this to the whole mesh! I just want to affect the torso and the torso material.

This way I could make a copy of the torso texture and turn it into a weight map, then use it to define my weights. Is there anyway to set up a weight map for just one of the materials (ie, the Torso)? If I use a texture to define what areas are weighted, how do I know what part of the texture to paint if there is no material UV map defined? Hello Kalagan, I have a character that be will touched and the mesh deforms at the contact, also there is some bouncing and wobbling, which works all fine, more or less, I am not happy with the touching deforms. But the best solution for touching I found in your Demos, the interaction example. So for testing I've put my character in your demo scene.

And it dosn't work. I try to use your 'Vert Exmotion Interaction (srcript)', put as Target my character in, Interaction type on 'Push' but it dosn't work. I created 3D primitives and prepared them for testing, they all work. Just my character doesn't. If I push the sphere in it, nothing deforms.

Hello Kalagan, I have a character that be will touched and the mesh deforms at the contact, also there is some bouncing and wobbling, which works all fine, more or less, I am not happy with the touching deforms. But the best solution for touching I found in your Demos, the interaction example. So for testing I've put my character in your demo scene.

And it dosn't work. I try to use your 'Vert Exmotion Interaction (srcript)', put as Target my character in, Interaction type on 'Push' but it dosn't work. I created 3D primitives and prepared them for testing, they all work. Just my character doesn't.

If I push the sphere in it, nothing deforms. Kalagaan, thanks a lot for the fast reply. But I think we are on the wrong path. First, the target sphere in your example doesn't need any collider to get the effect. Second, I tried the SkinnedMeshCollider, it didn't work and is much to resource consuming (my characters are quite high poly, framerate drops from 200 to 2 ) What I tried is putting a VertExmotionSensor with a small inflate value on the touching object (the player VR fingers), but the result on the touched character is extreme modest. What I need is like the example below, with a character instead of a sphere. Would make my day so much better.

Kalagaan, thanks a lot for the fast reply. But I think we are on the wrong path. First, the target sphere in your example doesn't need any collider to get the effect. Second, I tried the SkinnedMeshCollider, it didn't work and is much to resource consuming (my characters are quite high poly, framerate drops from 200 to 2 ) What I tried is putting a VertExmotionSensor with a small inflate value on the touching object (the player VR fingers), but the result on the touched character is extreme modest. What I need is like the example below, with a character instead of a sphere.

Would make my day so much better PS: Any chance for the modified 2017 standard shaders? Click to expand.The touch demo script do a Raycast, so a collider is required, if you disable the sphere collider of 'SphereVM' in the demo, it won't work. Yes the SkinnedMeshCollider doesn't work for high poly meshes, so you have to add some colliders on the bones, if you want to use this technic. Using a Sensor on the VR finger is the good solution, you should try some different settings on the sensors (combining inflate and local offset ).

If you need help, maybe you could send me a sample scene ([email protected]), I'll have a look to it. I'll update the Standard & Standard (Specular setup), and add the new Standard (Roughness setup). The touch demo script do a Raycast, so a collider is required, if you disable the sphere collider of 'SphereVM' in the demo, it won't work.

Yes the SkinnedMeshCollider doesn't work for high poly meshes, so you have to add some colliders on the bones, if you want to use this technic. Using a Sensor on the VR finger is the good solution, you should try some different settings on the sensors (combining inflate and local offset ). If you need help, maybe you could send me a sample scene ([email protected]), I'll have a look to it. I'll update the Standard & Standard (Specular setup), and add the new Standard (Roughness setup). Click to expand.Ah I see, think we are talking a little at cross purposes.

I mean the 'Interactions' demo, not the 'Touch' demo. Guess it was the wrong example above by me. In this demo no Collider on target is needed. Before I send you a sample scene (just putting my character in your 'Interactions' Demo is a 500mb Unity Package) let's clarify some things. Maybe it solves the problem already. Does the 'public class VertExmotionInteraction: MonoBehaviour' maybe just work with Meshes, not SkinnedMeshes?

Just pushing the vertices would really be the best solution, no de-or inflating. The problem I have with setting the sensor to deflating, result doesn't look good, and even bader, when I push through the skin, the skin inflates at this point to a small balloon, what really looks ugly. I mean, if you have a good solution for me, I have no problem to upgrade to the Pro version (if I knew how?;-) ) Oh, and the next days your Hair Designer will be bought;-) PS: The Standard (two sided) shader would be great, needed for some hair. Ah I see, think we are talking a little at cross purposes. I mean the 'Interactions' demo, not the 'Touch' demo. Guess it was the wrong example above by me. In this demo no Collider on target is needed.

Before I send you a sample scene (just putting my character in your 'Interactions' Demo is a 500mb Unity Package) let's clarify some things. Maybe it solves the problem already. Does the 'public class VertExmotionInteraction: MonoBehaviour' maybe just work with Meshes, not SkinnedMeshes? Just pushing the vertices would really be the best solution, no de-or inflating. The problem I have with setting the sensor to deflating, result doesn't look good, and even bader, when I push through the skin, the skin inflates at this point to a small balloon, what really looks ugly. I mean, if you have a good solution for me, I have no problem to upgrade to the Pro version (if I knew how?;-) ) Oh, and the next days your Hair Designer will be bought;-) PS: The Standard (two sided) shader would be great, needed for some hair. Click to expand.The VertExmotionInterraction works with Meshes & SkinnedMesh, this script is a sample of settings that you can do with the API.

You should create your own script with some specific parameters for the sensors for each kind of deformation you need. In your case the 'world offset' parameter should be the best solution (eInteractionType.DIRECTION in the sample script). If you want a better result, you should try a tessallation shader, it will create more geometry, have a look to the touch tessellation demo. There's a sample shader, it was made with Amplify Shader Editor, and the VertExmotion nodes (you need to unpack the ASE nodes in 'VertExmotion/AddOn' when ASE has already been imported in your project). I won't add a 2-sided standard shader, because it require a specific lighting and it will be a pain to update for each version of Unity I really don't understand why unity doesn't add a '2 sided' checkbox to the official standard shader. Sorry me again Thanks for the hints.

I've so many foreign assets, deep crawling through all APIs just takes such an amount of time, just to find out, what I need might not work. So I better ask before. Works now, but just one sensor at a time. Had to remove all other connected sensors from the character, then it worked.

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But even scripted, I just get one sensor working at a time. All others are ignored. I guess a logical issue by me. Also, Is it possible to get more force on the sensor, so the mesh snaps back later? A Tesselation shader works fine, but results in other problems in my project. It's a pitty with the 2 sided standard shader.

So even more I'll need your Hair Designer. Sorry me again Thanks for the hints. I've so many foreign assets, deep crawling through all APIs just takes such an amount of time, just to find out, what I need might not work. So I better ask before. Works now, but just one sensor at a time.

Had to remove all other connected sensors from the character, then it worked. But even scripted, I just get one sensor working at a time. All others are ignored.

I guess a logical issue by me. Also, Is it possible to get more force on the sensor, so the mesh snaps back later? A Tesselation shader works fine, but results in other problems in my project. It's a pitty with the 2 sided standard shader. So even more I'll need your Hair Designer. I'm still experiencing the issue with a Macbook Retina display that the mouse position when painting does not match the position of the brush in the scene view.

It can be made to be workable, but is on the whole very annoying. I am using Unity 2017.3 (latest release build). I've tried the previously mentioned solution of changing the main unity.app setting to 'Open in Low Resolution', but, well, the whole app is then in low resolution. I've been doing some research and have found this: I'm not using the pro version of this, so I obviously can't go in and edit the script myself to attempt to fix this. Any chance that we could have this looked into and potentially fixed? I'm still experiencing the issue with a Macbook Retina display that the mouse position when painting does not match the position of the brush in the scene view. It can be made to be workable, but is on the whole very annoying.

I am using Unity 2017.3 (latest release build). I've tried the previously mentioned solution of changing the main unity.app setting to 'Open in Low Resolution', but, well, the whole app is then in low resolution. I've been doing some research and have found this: I'm not using the pro version of this, so I obviously can't go in and edit the script myself to attempt to fix this. Any chance that we could have this looked into and potentially fixed? I'm still experiencing the issue with a Macbook Retina display that the mouse position when painting does not match the position of the brush in the scene view.

It can be made to be workable, but is on the whole very annoying. I am using Unity 2017.3 (latest release build). I've tried the previously mentioned solution of changing the main unity.app setting to 'Open in Low Resolution', but, well, the whole app is then in low resolution. I've been doing some research and have found this: I'm not using the pro version of this, so I obviously can't go in and edit the script myself to attempt to fix this. Any chance that we could have this looked into and potentially fixed?

Please let us know, when you solve the DX11 issue and when you check VertEXmotion with Unity 5 beta.What are the advantages of VertEXmotion over a bone based solution? Is there any way to know how faster your asset is? -Have you looked at ShaderForge?

Is it possible to make a custom node for it? -So we will be able to add one script to our scene and it acts as global wind,gravity. Will forces be additive motion to vertices.

An example to what I'm trying to say is; Wind is blowing and the character gets upside down, thus hair acts according to gravity+wind.What is local offset used for? Sorry for asking so much. Please let us know, when you solve the DX11 issue and when you check VertEXmotion with Unity 5 beta.What are the advantages of VertEXmotion over a bone based solution? Is there any way to know how faster your asset is? -Have you looked at ShaderForge? Is it possible to make a custom node for it? -So we will be able to add one script to our scene and it acts as global wind,gravity.

Will forces be additive motion to vertices. An example to what I'm trying to say is; Wind is blowing and the character gets upside down, thus hair acts according to gravity+wind.What is local offset used for? Sorry for asking so much.

Click to expand.- VertExmotion is a procedural system, you don't have to animate all sensors, and you can combine them to a bone system for a better look and feel. You can also add an inflate fx, like in my jellyfish demo. It's fast, my jellyfish demo works on Galaxy S3 (android 4.3), all shaders are SM2 for platform compatibility. I think it should be possible to make a custom node for shader forge, it would be really cool anyway, adding VertExmotion to the final shader is really easy, I did a.cginc file.

local space deformations, like a bump on the head. Click to expand.I can't be compatible out of the box with all plugins of the asset store Anyway, I've downloaded Jove free from the asset store, and I've changed a few lines in the shader for VertExmotion.

//change the name for VertExmotion editor Shader 'VertExmotion/Jove/Free' //add VertExmotion functions #include 'Assets/VertExmotion/Shaders/VertExmotion.cginc' //add this into the structure float4 color: COLOR; //add this line into vertex shader v.vertex.xyz = VertExmotion( v.vertex, v.color );// I'll update this function in the next version of VertExmotion And it works like a charm. I can't be compatible out of the box with all plugins of the asset store Anyway, I've downloaded Jove free from the asset store, and I've changed a few lines in the shader for VertExmotion. //change the name for VertExmotion editor Shader 'VertExmotion/Jove/Free' //add VertExmotion functions #include 'Assets/VertExmotion/Shaders/VertExmotion.cginc' //add this into the structure float4 color: COLOR; //add this line into vertex shader v.vertex.xyz = VertExmotion( v.vertex, v.color );// I'll update this function in the next version of VertExmotion And it works like a charm.

Click to expand.In the current version collisions are not yet implemented, but you can control sensor parameters by script, so it's possible to create your own collision detection. The process could be something like this:. detect collision on the sensor. set amplitude parameter to zero. add a an offset (collision normal).

restore amplitude parameter on collision exit I'll do a collision system soon, I still need to do some tests, but if you need it, I'll put it on the top of the todo list. Pro version won't have more features, only source code will be included. In the current version collisions are not yet implemented, but you can control sensor parameters by script, so it's possible to create your own collision detection. The process could be something like this: - detect collision on the sensor - set bounce amplitude to zero - add a Vector offset using collision normal. I'll do a collision system soon, I still need to do some tests, but if you need it, I'll put it on the top of the todo list. Good to hear you might be able to add this feature. I'm not in a rush so I'll wait for your implementation.

This is something I've asked several other asset authors with projects like this if they would do, but all have declined so I had given up on using it for the game demo I'm working on. Maybe for the full release though, if I can integrate it with my shaders (probably only need to integrate with the Brilliant Games GI system Licarell mentioned or Skyshop, and AmplifyTexture2). Would I need the source code version to integrate the shader, or would the normal version be able to do that? Good to hear you might be able to add this feature. I'm not in a rush so I'll wait for your implementation. This is something I've asked several other asset authors with projects like this if they would do, but all have declined so I had given up on using it for the game demo I'm working on.

Maybe for the full release though, if I can integrate it with my shaders (probably only need to integrate with the Brilliant Games GI system Licarell mentioned or Skyshop, and AmplifyTexture2). Would I need the source code version to integrate the shader, or would the normal version be able to do that? Hey thanks for implementing collision, I bought your asset. Hopefully you can add proper 'squash and stretch' or at least a cheap approximation. In the current demo with collision, when you launch something at the top it compresses - or looses volume; IE the vertices displace downward. But normally(?

- maybe) you would want volume to be preserved. In the case of a ball or a balloon, if you compress it in the Y axis, the X and Z would expand slightly, right? Here's an example sketch. See how the ball gets wider when it hits the floor? Can you do something like that?

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Perhaps expose a variable so the user can dampen or exaggerate the effect for different materials? Hey thanks for implementing collision, I bought your asset. Hopefully you can add proper 'squash and stretch' or at least a cheap approximation. In the current demo with collision, when you launch something at the top it compresses - or looses volume; IE the vertices displace downward. But normally(? - maybe) you would want volume to be preserved. In the case of a ball or a balloon, if you compress it in the Y axis, the X and Z would expand slightly, right?

Here's an example sketch. See how the ball gets wider when it hits the floor? Can you do something like that? Perhaps expose a variable so the user can dampen or exaggerate the effect for different materials?