My name is Julien Blervaque, I design tools and user interfaces for inhouse software we use at Ubisoft Motion Pictures. On my spare time I also develop scripts and graphics resources for real time environments, as I used to do as a Graphics Technical Director on video game productions. You will find some of them on this website. I hope they can help you in some ways.
Graphics software made their own chose regarding to the axis orientation of the 3D world they offer.
Here is a synthesis of these choices.
Tips and links about the use of functions in a graphics environment.
Among other things you will find here some useful software ot visualize functions, some explaination about how to control them to get the result you need and many examples very convenient in production.
Every software feature will be, at a point, in the hand of users.
In this presentation I introduce a set of guidelines for developers and TDs to help them provide well-balance features to users, in other words features that will do not only what they have to do but will also be robust, intuitive and consistent with the application.
This article is about what you necessarily need to have in mind when you want to build production-proof features. The how to is a whole topic by itself and it is not covered here.
Need to keep an eye on distances and dimensions in your maps?
WkMeasureTools is a set of rulers and graphics elements useable to get various measures and distances in the editor or at runtime.
How many times do you ask yourself what is the value of a plug when you build a shader?
WkDrawValue is a shading tool that allow you to display the value of many kinds of connections.
Not so easy to find the right function for a pattern or an animation in a shader... Until now!
With WkFunctionDrawer you can visualize the curve of your functions. All you have to do is to import the WkFunctionDrawer function node into your shader and plug them.
Updated! Version 2.1 is now faster to compile, simpler to use and comes with function examples!