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Diff for: README.md

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This is repository of a GitHub Page
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[n-gist.hitgub.io](https://n-gist.github.io)

Diff for: _config.yml

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theme: jekyll-theme-midnight
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title: n-gist
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markdown: kramdown

Diff for: _layouts/default.html

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<!doctype html>
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<html lang="{{ site.lang | default: "en-US" }}">
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<head>
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<meta charset="utf-8">
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<meta http-equiv="X-UA-Compatible" content="IE=edge">
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{% seo %}
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<link rel="stylesheet" href="{{ '/assets/css/style.css?v=' | append: site.github.build_revision | relative_url }}">
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<script src="https://code.jquery.com/jquery-1.12.4.min.js" integrity="sha256-ZosEbRLbNQzLpnKIkEdrPv7lOy9C27hHQ+Xp8a4MxAQ=" crossorigin="anonymous"></script>
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<script src="{{ '/assets/js/respond.js' | relative_url }}"></script>
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<!--[if lt IE 9]>
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<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
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<![endif]-->
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<!--[if lt IE 8]>
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<link rel="stylesheet" href="{{ '/assets/css/ie.css' | relative_url }}">
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<![endif]-->
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<meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no">
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</head>
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<body>
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<div class="wrapper">
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<section>
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<div id="title">
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<h2><center><a href="{{ site.github.owner_url }}" target="_blank">{{ site.github.owner_name }}</a></center></h2>
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<p>{{ site.description | default: site.github.project_tagline }}</p>
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<hr>
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</div>
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{{ content }}
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</section>
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</div>
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{% if site.google_analytics %}
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<script>
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(function(i,s,o,g,r,a,m){i['GoogleAnalyticsObject']=r;i[r]=i[r]||function(){
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(i[r].q=i[r].q||[]).push(arguments)},i[r].l=1*new Date();a=s.createElement(o),
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m=s.getElementsByTagName(o)[0];a.async=1;a.src=g;m.parentNode.insertBefore(a,m)
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})(window,document,'script','//www.google-analytics.com/analytics.js','ga');
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ga('create', '{{ site.google_analytics }}', 'auto');
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ga('send', 'pageview');
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</script>
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{% endif %}
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</body>
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</html>

Diff for: assets/css/style.scss

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---
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---
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@import "{{ site.theme }}";
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.wrapper {
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max-width:1000px;
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}
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#header {
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nav {
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max-width: 1000px;
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}
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}
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section {
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max-width: 1000px;
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padding-top: 10px;
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margin-top: 0;
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#title {
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margin-bottom: 20px;
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}
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}
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@media print, screen and (max-width: 480px) {
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section {
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margin-top: 0;
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}
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}
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.mainPageCont {
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text-align: center;
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}
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.videoWrapper {
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position: relative;
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padding-bottom: 56.25%; /* 16:9 */
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height: 0;
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}
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.videoWrapper iframe {
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position: absolute;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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}

Diff for: drivenkeys_from_maya_to_motionbuilder.md

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---
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title: "Driven Keys from Maya to MotionBuilder"
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---
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# Driven Keys from Maya to MotionBuilder
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Driven Keys is a nice thing that does not work when we transfer scene from MAYA to MotionBuilder. There are solutions on the Internet, but most of them just explain how to build Relation Constraint in MotionBuilder between driver and driven objects manually. That is impossible with a large number of objects, or when changing/tuning connections, in terms of time costs.
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Solution is two python scripts. One is for export data from MAYA, second is for import to MotionBuilder.
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## Export
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[![Driven Keys - Export](/images/DrivenKeys_Export.gif)](/images/DrivenKeys_Export.gif){:target="_blank" rel="noopener"}
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On pressing 'Construct' button, Driven Keys data is collected, serialized and saved in ExtraAttributes fields of the created objects acting as data containers. After this, the scene can be sent to MotionBuilder. Data is collected for selected driven objects or for entire scene, if nothing selected. MAYA can stuck hard if you select these objects while AttributeEditor is opened, especially if ExtraAttributes category exposed, thats why data splits to smaller chunks, but it is recommended to keep AttributeEditor closed. 'Delete' button deletes these objects, and other four is just shortcuts for SDK window, selecting all objects in scene and sending them to MotionBuilder.
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* *If not all channels was constructed, there is option to run construction with 'Work Log' checkbox ticked. This will output information that can be used to fix channels inputs. 'BAD' channels can be found by searching for the 'SKIP CONSTRUCT' string in the Script Editor console log. Information before this lines will tell what exactly is 'BAD' in the chain of inputs of the channel. Most often these are nodes without inputs, which sometimes remain when editing Driven Keys. Such nodes can be removed from connections network using Node Editor.*
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## Import
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[![Driven Keys - Import](/images/DrivenKeys_Import.gif)](/images/DrivenKeys_Import.gif){:target="_blank" rel="noopener"}
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Once all objects are transferred to MotionBuilder, connections network can be constructed using 'Update' button, which will create Relation Constraints for each driven object attribute. It is possible to activate, deactivate and delete these constraints with the corresponding buttons.
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### Supports:
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* *blended influences from multiple driver objects*
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* *pre' and post' extrapolations: Constant, Linear (Keep Slope), Cycle (Repetition), Cycle with offset (Relative Repetition), Oscillate (Mirror Repetition)*
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* *key tangents: Auto, Spline, Linear, Step, StepNext*
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### Does not supports:
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* *driving any other things except translation, rotation and scale*
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* *Custom tangents. They will be treated as Auto*
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* *mixing various key tangents types in one curve. There is inconsistencies between MAYA and MotionBuilder when keys of different tangent types are neighbors (Auto and Linear tangents on one curve comparison):*
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[![Driven Keys - Tangents](/images/DrivenKeys_DifferentTangents.png)](/images/DrivenKeys_DifferentTangents.png){:target="_blank" rel="noopener"}
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* *so it's best to use the same tangent types on one curve*
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Worth to note. There is no way to drive attribute on one axis, leaving it free on other axes. In order to be able to control attributes on other axes, they need to be constrained too, otherwise attributes on not constrained axes will be frozen at current values.
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[DrivenKeys_MAYAtoMOBU.zip](/files/DrivenKeys_MAYAtoMOBU.zip){:target="_blank" rel="noopener"}

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Diff for: index.md

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---
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title: "n-gist"
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---
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# [Unity - Gist Level Designer](/unity_level_designer.html)
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[![Unity - Gist Level Designer](/images/LevelDesigner.png)](/unity_level_designer.html)
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<br/>
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# [VS Code - Gist Theme](/vscode_gist_theme.html)
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[![VS Code - Gist Theme](/images/VsCodeTheme_Marketplace.png)](/vscode_gist_theme.html)
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<br/>
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# [KickStyle - Unity mobile game prototype](/kickstyle.html)
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[![KickStyle - Unity mobile game prototype](/images/KickStyle.png)](/kickstyle.html)
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<br/>
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# [Driven Keys from Maya to MotionBuilder](/drivenkeys_from_maya_to_motionbuilder.html)
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[![Driven Keys from Maya to MotionBuilder](/images/DrivenKeys_MAYA.gif)](/drivenkeys_from_maya_to_motionbuilder.html)

Diff for: kickstyle.md

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---
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title: "KickStyle"
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---
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# KickStyle - Unity mobile game prototype
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The plot of the game will contain career advancement of performances in different locations, with achievements, challenges and players rankings. Players will be able to open different styles of clothes and balls that will change playing style or give bonuses to the number of points earned.
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<div class="videoWrapper">
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<iframe width="560" height="315" src="https://www.youtube.com/embed/_D0q7-4XI_4" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
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</div>
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<br/>
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During the game session, players will be able to move around the site for the pickup of auxiliary items, perform combo kicks and tricks at will or demand, and will also have special abilities, such as time dilation, excitement and fatigue relief and others.
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The game will also have separate functionality for those who want to learn how to play with ball in real life. There you can watch description and execution of tricks in slow motion, with pause/rewind from any point of view, to understand how tricks performed.
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### Some technical details
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It uses Unity Mecanim animation system when mixing animations, but the root movement is scripted separately. Each kick animation contains information about which foot is best used for mixing (which one is more stable at end), so that the root movement is dynamic and predictable for determine the ball trajectory, which is based on physics with air resistance, but with slightly reduced gravity to give the player more time for reaction.
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Animations are made using motion capture, but existing ones are for development only and will be replaced/reworked, and number of animations will be much larger. Normals on clothes are made dynamic to simulate folds when twisting the spine and raising legs.
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Screen-switching effects are implemented as Scriptable Renderer Feature for URP, they have some settings that are randomized every time. So far there are two effects, it is planned to add a few more.

Diff for: unity_level_designer.md

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---
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title: "Gist Level Designer"
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---
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# Unity - Gist Level Designer - Asset Store package
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Extension aims to speed up design and prototyping process of flat locations, levels, stages, reduces the need for selecting objects and switching between manipulators, making all manipulators accessible at the same time.
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<div class="videoWrapper">
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<iframe width="560" height="315" src="https://www.youtube.com/embed/zI6kFXdvrJs" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
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</div>
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<br/>
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### Features
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• Automatic saving of all work in a separate, resulting clean, prefab.
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• Special manipulators for editing floors and walls.
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• Support for various types of wall endings and quick switching between them.
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• Snapping to grid on move and angle snapping on rotation.
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• Manipulators visibility controls.
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• Switching between sets of objects to change design style.
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<br/>
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[Get it from Asset Store for free](https://assetstore.unity.com/packages/tools/level-design/gist-level-designer-177276){:target="_blank" rel="noopener"}
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[Unity Forum](https://forum.unity.com/threads/gist-level-designer.957731/){:target="_blank" rel="noopener"}

Diff for: vscode_gist_theme.md

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---
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title: "Gist Theme"
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---
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# VS Code - Gist Theme
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This is the VS Code color theme I am using, I made it out of a default Dark Theme, removed some visual clutter, adjusted some code colors and so on. It helps me focus on the code. If you like it, it is available in the marketplace - [Gist Theme](https://marketplace.visualstudio.com/items/gist.gist-theme)
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[![Marketplace](https://vsmarketplacebadge.apphb.com/version/gist.gist-theme.svg)](https://marketplace.visualstudio.com/items/gist.gist-theme)
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[![Installs](https://vsmarketplacebadge.apphb.com/installs/gist.gist-theme.svg)](https://marketplace.visualstudio.com/items/gist.gist-theme)
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[![VS Code - Gist Theme](/images/VsCodeTheme_Marketplace.png)](https://raw.githubusercontent.com/n-gist/n-gist.github.io/master/images/VsCodeTheme_Marketplace.png){:target="_blank" rel="noopener"}
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[![VS Code - Gist Theme](/images/VsCodeTheme_1.png)](https://raw.githubusercontent.com/n-gist/n-gist.github.io/master/images/VsCodeTheme_1.png){:target="_blank" rel="noopener"}
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[![VS Code - Gist Theme](/images/VsCodeTheme_2.png)](https://raw.githubusercontent.com/n-gist/n-gist.github.io/master/images/VsCodeTheme_2.png){:target="_blank" rel="noopener"}
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[![VS Code - Gist Theme](/images/VsCodeTheme_3.png)](https://raw.githubusercontent.com/n-gist/n-gist.github.io/master/images/VsCodeTheme_3.png){:target="_blank" rel="noopener"}

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