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16. May 2016

 

MakeHuman 1.1 was just released today.  This marks the first release to Make Human in nearly two years and adds major new functionality such as a new pose system and completely new and more game friendly skeleton support.  MakeHuman started life as a Blender plugin but was since spun off into a stand alone application.  It enables people to quickly and easily create fully rigged and textured human models.  Oh and it’s complete free and released under the CC0 Creative Commons open source license, perhaps the most liberal license in existence.

 

image

Major components of this release include:

  • Many bug fixes and stability fixes
  • Many targets improved and minor modeling corrections
  • Completely new skeleton and posing system, with support for pose loading from BVH, and support for custom weight and proxies
  • New pose system with auto-rigging, support for T-pose export, and initial support for special poses like high heel shoes
  • New skin library with age variation
  • New expression system now based on a face bone rig, including a library with facial expressions.
  • Improved topologies/proxies
  • FBX export now supports binary FBX and should work for most third-part applications which support FBX

 

 

You can read the full release notes here.

 

You can watch a video of MakeHuman in action below.

GameDev News Art


11. May 2016

 

Today Github has announced a brand new and simplified pricing structure.  Basically they have moved to a flat rate per user pricing, while removing the limit on number of private repositories on private accounts.  From the announcement:

We couldn’t be more excited to announce that all of our paid plans on GitHub.com now include unlimited private repositories. GitHub will always be free for public and open source projects, but starting today there are just two ways to pay for GitHub.com:

  • Personal: $7/month
  • Organization: $9/user/month, $25/month for your first five users

One of the very best things about Git and other distributed version control systems is the ability to create a new repository without asking permission or getting approval. While this has always been true for our public plans, it hasn’t been the case for individuals and teams working together in private. All that changes today.

What if you liked your existing plan?  Well, you can stay with it, for now at least:

We want everyone to have a plan with unlimited private repositories, but don’t worry—you are welcome to stay on your current plan while you evaluate the new cost structure and understand how to best manage your organization members and their private repository access. And while we're currently not enforcing a timeline to move, rest assured that you'll have at least 12 months notice before any mandated change to your plan.

 

This change is not going to be great for everyone.  Consider a company like Epic with their Unreal Engine sources, available as a private repository.  They don’t need unlimited private repositories.  They will however, under the new price structure, have to pay 9$ per licensed user on the private repository! 

So for some people this change is potentially a good one, for others, it’s absolutely terrible.

GameDev News


9. May 2016

 

Krita is a powerful open source 2D graphics package that’s targeted at digital painting instead of image manipulation.  They have just launched another Kickstarter campaign looking to raise funds to improve vector and text capabilities.  From the announcement:

Now is the time to join us and make it possible to create an awesome text tool, one that is really suitable to what you need text for in Krita: real typographic and artistic control, support for various languages, for translations, for scripts from all over the world. One integrated text tool that is easy to use, puts you in control and can be extended over the years with new features.

The second topic is vector graphics. It’s related to the text tool, since both are vector layer features. Currently, our vector graphics are defined in the OpenDocument Graphics format, which is fine for office applications, but not great for artwork. There’s already a start for supporting the SVG standard instead, and now’s the time to finish the job! And once we’re SVG to the core, we can start improving the usability of the vector tools themselves, which also suffer from having been designed to work in a word processor, spreadsheet or presentation application. Now that Krita is no longer part of a suite of office applications, we can really focus on making all the tools suitable for artists! Let’s make working with vector art great!

 

The pitch video for 2016 is available below

GameDev News


4. May 2016

 

Substance Designer (and companion to Substance Painter covered in this video) is a tool that enables artists to define complex shaders for PBR (Physically Based Rendering) and is fast becoming the weapon of choice for texture artists everywhere.  They just released Substance Designer 5.4, available for download on their servers now or available next Monday on Steam.

Release 5.4 brings the following new features:

    • added a link to Substance Store
    • Support For HighDPI screens
    • Enabled re-ordering of tabs
    • export render to ArtStation
    • added default shader to shader list
    • display resource names on top of bitmap nodes
    • improved listing order of space bar search menu
    • new baker “position from mesh”
    • new normal map setting “Tangent” and “Binormal” in World Space Normal baker
    • enabled execution of scripts during the save, export and publish actions
    • added a collapse/expand option based on selection in dependencies
    • added a warning regarded shell extension conflicts
    • Bug Fix – crash on exit
    • Bug Fix – designer process still running after exit
    • Bug Fix – Iray outputs are not sent to mdl materials when switching renderers
    • Bug Fix – Tile sampler: pattern rotation random should not rotate the shape

GameDev News


29. April 2016

 

TexturePacker is a handy tool I’ve featured several times here on GameFromScratch as well as a video feature as part of the gamedev toolbox series.  It’s one of those handy Swiss army style tools that enables you to pack multiple images into one or more sprite sheets.  Texture Packer 4.2 brings a number of new features to the table:

  • a simplified user interface is available now for new users
  • improved help
  • indexed PNG (PNG-8) (more) available
  • improved sprite sheet animation previewer

Sprite sheet animation previewer

  • support for ETC2, PVRTCII, DXT1/5 formats
  • user interface cleanup
  • several fixes
    • all data formats now use UTF-8
    • EaselJS/CreateJS animation frames now written correctly
    • now case sensitive aware on MacOS
    • better Cocos2d-x support

GameDev News


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