Showing posts with label tip. Show all posts
Showing posts with label tip. Show all posts

Monday, February 8, 2016

Quick Adobe Illustrator trick - moving pen points.

How many times have you put a point down on your design, only to have it land not exactly where you want it and then hit undo to try and put the point down on a better place?
Or perhaps said that you'd fix it after the whole shape is done.
Well, if you don't let go of the mouse button, you can just push and hold the space key and then drag the mouse while still holding the left mouse button.
Instead of moving the work area, it will instead change the point's position without changing how you set the manipulator arms.

Monday, June 8, 2015

Nooby Unity tip - why you need prefabs.

Some people will tell you to use prefabs for safety and some will tell you for convenience when assembling scenes. Both reasons are true and more than enough, but I like prefabs for one more reason.

It makes it really easy to select complex elements in your scene that are made out of multiple gameObjects. Even if you have a label on your complex element, it will only select the whole thing if you click on that label. But if it's a prefab, it will select the whole thing anyway instead of the individual gameObject that is right under the mouse pointer. If your complex element doesn't have a prefab connection, it will select the individual gameObject that is directly under the mouse pointer. Want to select a single object in your prefabbed element? Just click again. (Or just directly double click on that object in the first place.) Handy for moving things around the scene.


Left object has a prefab connection, right one doesn't. I'm only clicking once on them, both have labels. Click on the GIF for a better look.
Adventures of a Rubber Ball thread.

Monday, September 1, 2014

Man I feel dumb - Unity animations and scaling.

Don't, just don't change the scaling of an object inside Unity. Even if your object has 50 polygons.
It'll f@(k your fps. Pardon the language but it'll just ruin your day if you are doing for mobile. Just take the extra time to make your scaling animation in your 3D package of choice and save the animation as blendshapes or whatever it's called in there.
I just wanted to squish 2 bellows. But nooooo. I have to do the whole blendshapes thing. Can't just change the z value.
Sorry, I know it messes up with batching, but I just didnt' expect to lose close to 25fps.
(And I blamed my rigidbodies. Sorry bodies....)

Tuesday, March 25, 2014

Unity3D mobile quicky noobie note.

So you are making something in Unity for mobile (lets say Android). You went ahead and selected your resolution in the preview window ("Game" window) And set your GUITextures with pixel inset values in the inspector. You might have even made a script that calculates things according to the screen resolution in X and Y to find ratios and what not. Then you deploy and you notice that something is off by a couple of pixels. You double check and things are ok but still get shifted in the screen.

So what gives? Well, Unity may have 1280*800 or other standard resolutions built in, but what the OS gives to the player once you actually have it running on the device is not exactly that. Remember it has the home bar. So that takes some pixels away from the real-estate, 28 pixels as far as I could tell in the case of 1280*800 screen resolution.

Just make a custom preview resolution of 1280*752 so you won't have to keep that in the back of your mind. I'm sure there are other a lot more elegant ways of solving this, this is the easiest thing I thought about.

Tuesday, January 21, 2014

Noobie trap in Unity. (Or "How time flies". Or "Time.deltaTime")

So i wanted to make a small timer in the upper left corner of my small game.
Extremely easy; you just have a variable storing float values and add Time.deltaTime on every frame to it (deltaTime is the time it takes to render a frame.)
Thing is, if you are using something other than "1" in time scale or playing with timeScale to do some slow motion effects, your timer will get out of sync with the real time that has passed. If the timer is to trigger an event in game to happen, no biggie.
If it's for stage scoring or leaderboards though, then the timer needs to be in sync.
So just take into account timeScale. Just divide Time.deltaTime by timeScale to always keep the timer counting in the same speed. (i.e. real speed, the same speed that a wall clock does).

timer+=(Time.deltaTime/Time.timeScale);

Wednesday, December 25, 2013

2nd Maya/Unity quicky. (animating object with multiple individual meshes)

Have you tried to put your animated FBX from Maya and it would just go to 0,0,0 when you pressed play? (If you don't freeze the model before you export it, do so. Freeze it at 0,0,0 to save some extra trouble later on)

The reason for that is that most probably you have nested the meshes under a parent mesh in the Outliner panel and then on top, you've added keyframes to that parent. At least that was my problem when throwing it in Unity.
What you should do instead is select your meshes, group them, and then go in and add your keyframes and blend shapes. Export and your combined object won't crap itself in Unity.

Wednesday, May 15, 2013

Quick heads up for perspective and people

If you are taking pictures of people while standing, it may be a good idea to try and lower your point of view just a bit, especially if you have a really wide lens. If you are sitting in a table with friends, then you really don't need to pay any special attention.
If you are standing and trying to snap something with a wide lens, then most people have the tendency to point their camera a bit downwards to have as much of the object as possible in the frame.
That will distort your perspective; it will make your subject appear as if it's being sucked towards the center of the since the top of the subject will be closer to the camera's focal plane than their feet/bottom part.

By lower your view point, you'll be able to frame your subject with the camera in a more level position in relation to your subject and avoid as much as distortion as possible.

Saturday, April 27, 2013

Maya tip (possibly for other 3D modelers as well)

Made a 3D model that has lots of angles and or complex geometry that makes it hard to select elements?
Or you need to move around your model a lot to select the edges or vertices that you need?
Well if you have made a proper UV map, just load the UV editor window and select away. Easier to do so in there for lots of elements because of the unwrapped model.








Pictured above: Simple model of an ogre's club. The edges were selected in the UV editor; since all the teeth had their UVs overlapping each other's to save texture space, selecting the edges took a couple of clicks.