Channel scrambler

Some time ago I made a simple python script that allowed you to pack multiple images into the R, G, B and A channels of a texture. I used it when I was playing around with the default shader for Unity. I redid the script yesterday to allow for a bit more flexibility and just to make it more user friendly.  Check out the video to see how it works. It uses Pillow to do all the image file operations, the script tries to download it using pip in case you don’t have it in your Python directories.

Download the project file here: channelscrambler

 

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Coconut Curves

I’ve always liked this way of rigging faces. By constraining joints to the curves moving the curves around, you get some nice fall off that makes everything feel squishy and soft. Which works really well on cartoony characters. Not posting the entire code because it’s pretty messy, pretty long and spread across multiple files. Take a look at the YouTube video to see how it works and feel free to comment or ask if you want to.

 

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Skin weight copy/export

Using Maya’s own deformerWeights command, I managed to write a neat little tool that works very fast and very reliable.

All skinning information can be saved in offline files or as a custom node in the actual scene itself, so it never gets lost.

The code needs some tinkering before I put it up, but take a look at the video to see how it works.

 

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Hand rig test

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Liftoff teaser

For a while now we’ve been tinkering and playing around with a drone racing game at LuGus Studios. I made the early prototype that got the attention of Immersion RC and Fatshark, just about the biggest names in the FPV world. They loved what they saw and wanted to invest in making a proper drone racing game. So I got to working again and put built a game ready model of Immersion RC’s Vortex drone and put together a small teaser trailer.

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