3DF Zephyr Lite Steam Edition

3DF Zephyr Lite Steam Edition

If you aren’t making money with Photogrametry, but you are interested in turning photos / videos in to 3D models, then 3DF Zephyr should probably where you start. There are open source tools available if that is important to you, but setup time and quality of the results vary widely. The free (limit of 50 photos per model) and lite (available here on Steam for a reasonable price) versions of 3DF Zephyr compete with more expensive (outright purchase cost or monthly subscription) products in the market. The free edition on their website lets you use 50 photos, you can get a good feel for the software with it. This lite version on steam increases the limit to 500 which allows for some excellent results with high details. These versions have limitations, but Pro and Aerial features trickle down as they see fit. I’d love to see control points at the lite level, if my photoset isn’t working out of the box, I’m kind of SOL with it. Overall you have little or nothing to lose by trying this product out.

Real player with 3304.5 hrs in game


Read More: Best Game Development Animation & Modeling Games.


I have almost 500 hours in this software. I also have used the Matter and Form V2 for a month. What I have discovered the difference between 3DF photogrammetry and M&F lasers.

3DF comes out with a model (assuming you spend hours doing proper masking) that is almost immediately usable in Unity (run it through PolyGone for a quick and dirty optimization solution).

M&F woah boy. Very high resolution, but the holes, the holes! The tutorial videos are wrong. I had to meet with their engineering team via skype to be walked through PROPER execution. Even so, it seems to work primarily works with certain textures and not others. while it does let you capture multiple scans and attempt to merge the cloud points automatically, it is very hit or miss. You get one scan to capture texture, so if you do 2 texture scans from different angles it will be unusable and blur. So the holes will not fill with textured polygons.

Real player with 524.9 hrs in game

3DF Zephyr Lite Steam Edition on Steam

001 Game Creator

001 Game Creator

Especially for the money, I don’t think you’ll find a program more fun to use when putting together your games. I haven’t found a more flexible engine (Short of maybe Unity, which still requires extra licensing) to quickly piece together scenes and basic mechanics to sketch out game ideas without diving into a million menus. They don’t even have to be simple prototypes, as I am also able to implement complex mechanics in no time at all using easy drag and drop scripting. I have found that my only limitation so far has been my own terrible math skill.

Real player with 4553.1 hrs in game


Read More: Best Game Development Design & Illustration Games.


I’ve used 001 now for almost 15 years. I’m currently working for SoftWeir Inc. and have contributed to 001 in many ways. That being said, I originally purchased 001 years ago through their website as any other customer, and not just given a free copy as a team member. I’m not being paid to write this review.

001 is a very capable engine designed to bring your ideas to life, as quickly as possible. You can import assets, just plop them into a map or interface, tweak some triggers then start building a game. If you are familiar with the engine, and have the assets ready, you can quite literally prototype ideas in under an hour (Of course depending on how many existing systems and assets you can leverage, and what gameplay you are looking for)

Real player with 1955.3 hrs in game

001 Game Creator on Steam

Fuse

Fuse

NOTE: This is a review for version 1.0 of FUSE (though I’ve been toying with it since its initial release)

TO POTENTIAL BUYERS:

In truth this product is a mixed bag of nuts. Mixamo is trying to do something truly great here and if they adjust their approach to customer management and marketing with this product they just might build a very powerful indie-focussed tool to quickly build out a cast of characters on a fairly reasonable budget. There is certainly a market for this, and with enough customer buy-in they could become an industry staple in this regard. With that said, the tool isn’t there just yet.

Real player with 248.2 hrs in game


Read More: Best Game Development Animation & Modeling Games.


First of all - almost all the negative reviews I see here are wildly misinformed! You should know what you’re getting with this software (unlimited free character models with textures - and 2 free rigs a week) - and it is an ENORMOUS time and money saver for those who need custom character models on a budget.

Let me clear a couple things up:

1. You can ABSOLUTELY export your characters as OBJ files and load them in anywhere

2. If you want to rig/skin your characters for animation you upload them to Mixamo - and get 2 free per week.

Real player with 236.8 hrs in game

Fuse on Steam

Mocap Fusion [ VR ]

Mocap Fusion [ VR ]

Motion Capture Fusion [VR] is an immersive roomscale mocap sandbox for artists and animators who wish to create and export motion capture animations_, or create live content_, using conventional VR hardware. With as little as a single VR HMD and two controllers users may create mocap on their own avatars. Advanced users may create more detailed motion capture including full body tracking and can be combined with other sensors (eg. Apple IPhone Truedepth sensor and Oculus Quest 2 optical finger tracking) to connect avatars to simultaneous inputs. This fusion of multiple sensor can combine many layers of motion capture in a single take; including: full body tracking, face capture, lipsync, gaze tracking, optical finger tracking.

Highlights

The term “getting into character” may apply here as literally connecting one’s self to an avatar as completely as possible and seeing them selves in a (VR) mirror while acting out a script.

Users may include their own completely custom characters (avatars) and use the same avatar throughout the production workflow. This eliminates the need for retargeting and ensures the mocap data always fits 1:1 without causing any offsets in the final results.

One of the unique features of Mocap Fusion is that it has the ability to export motion capture data and reconstruct the scene in Blender, making it available for final rendering in minutes .

Compatible Headsets (VR HMDs)

  • Valve Index

  • HTC Vive (and Vive Pro Eye).

  • Oculus Quest (1 and 2).

Optional Tracking Hardware

  • SteamVR Vive trackers.

  • IPhone Truedepth sensor (facecap and eye tracking).

  • Oculus Quest 2 (full optical finger tracking).

Capabilities

  • Export mocap and create scenes in Blender™ instantly.

  • HTC™ Vive Trackers (Up to 11 optional points) full body tracking.

  • Ability to record, playback, pause, slomo, scrub mocap in VR.

  • Customizable IK profiles and avatar parameters.

  • SteamVR Knuckles support for individual finger articulation.

  • Quest 2 optical finger tracking app for individual finger articulation and finger separation.

  • Vive Pro Eye blink and gaze tracking support.

  • Sidekick IOS Face capture app (Truedepth markerless AR facial tracking).

  • User customizable Worlds, Avatar and Props may be built for mocap using the APS_SDK.

  • Compatible with existing Unity3D™ avatars and environments.

  • Supports custom shaders on mocap avatars.

  • DynamicBone support for adding hair, clothing and body physics simulation to avatars.

  • Breathing simulation for added chest animation.

  • Add/Record/Export VR Cameras for realistic camera mocap (eg. VR Cameraman effect).

  • Optimization for exporting mocap (.bvh) data to Daz 3D.

  • Placement of “streaming” cameras for livestreaming avatars to OBS or as desktop overlays.

  • Microphone audio recording with lip-sync visemes and recordable jaw bone rotation.

  • Storyboard mode, save mocap experiences as pages for replaying or editing later.

  • Animatic video player, display stories and scripts, choreograph movement.

  • Dual-handed weapon IK solvers for natural handling of carbines.

  • Recordable VTOL platform for animating helicopter flight simulation (eg. news choppers).

  • VR Camcorders and VR selfie cams may be rigidly linked to trackers.

  • VR props and firearms may be rigidly linked to trackers.

  • Ghost curves for visualizing the future locations of multiple avatars in a scene.

Gameplay

The experience depends on the user’s PC and the tracking hardware used. The recommended SteamVR headsets are the Valve Index or the HTC Vive. A Quest HMD may also produce reasonable results. It is also possible to use the software without an HMD (eg. when livestreaming). Full body tracking is only available when using feet and hip trackers (and optional elbows, knees, chest). Users may achieve more realistic tracking results when using body trackers. Body trackers are optional and standing mocap is supported. Further realism my be achieved on compatible avatars by also enabling face capture or using a Vive Pro Eye for gaze and blink tracking.

History

Originally this was designed as an intuitive way for users to create virtual training videos and presentation in an immersive VR environment for added realism and then export their animation for rendering. The project was made available to a community for beta testing and since has received feedback and many feature requests which has helped add to the utility of the software for a verity of different creators.

Mocap Fusion [ VR ] on Steam

AppGameKit Classic: Easy Game Development

AppGameKit Classic: Easy Game Development

A little background:

I’m a professional developer schooled in C### and Java. I am however not schooled to create games, but I know how the mechanics work. 3D game development is more of a hobby/side-project. Please read my review as such, if you’re completely new to programming, my feeling about this product can greatly differ from your perspective. Most of my pros and cons are subjective. But true in my opinion. Also: I use this product only for 3D development, I have no interest in the 2D side.

Real player with 1305.3 hrs in game

I’ve changed my review. I thought about deleting it and posting a whole new review, but then I decided to keep it so TGC’s intentions to make AGK functional on Linux would be documented in the comments. If you would like to see the old review, so you’ll have some context if you read the comments, click here .

Okay, I’ve got better things to do with my time now that AGK on Linux has notably improved, and 2 lengthy reviews is 2 too many, so let’s get down to brass tacks.

Real player with 1279.9 hrs in game

AppGameKit Classic: Easy Game Development on Steam