A complete graphic production pipeline...
FreshEngine® provides all the tools to author the visual content of your game through efficient Maya® pluggins. These tools are pluged right into Maya®’s robust and customizable environment. This allows the artist to work on any aspect of the art pipeline, from the creation of 3D models and textures to the game specific tasks such as collision meshes or level editing. All that in a single, user friendly environment.
Working with instances is fairly simple. The artists create objects, then use FreshBrowser to publish these objects to the shared library. The level designer can pick up objects from the library to create a level. The level designer can check at any time if a newer version of an object is available and update his level. This allows for example the creation of template libraries to do test levels and later replace placeholders with final geometry.
Authoring visual content with Fresh Tools
Working with the library
The F_Reference toolbar lets you manage existing references, or create new objects ready for being published to the library.
FreshBrowser seamlessly integrates into Maya® as a custom pannel. It provides a visual and easy way to work with published content. FreshBrowser consists of a treeview, thumbnails and a realtime 3d view for easy object previewing.
Editing a map
The F_Edit toolbar provides easy to use tools to edit a scene with instances. Of course you can also use Maya® manipulators, Maya®’s powerfull snapping features and channel box to moves things around.
Local Library
For even quicker editing, Fresh provides the ability to load the most used object into a local library (saved with the scene). The user can then swap the objects around by clicking a button or using keyboard shortcuts.
Tools
The F_Tools toolbar provides various tools for setting special attributes to objects, as well as managing ground objects for pathfinding.
Collision
The F_Collision toolbar provides both automatic and manual ways of generating simplified collision geometry, as well as defining collision methods.
Info
The F_Info toolbar lets you ouput statistics about your scene as well as printout usefull information about references and instances in your scene
Tweaking parameters
Fresh Tuner uses the TCP/IP protocol to connect to a specified target (Local PC, DebugStation or DevKit) and monitor / manipulate attributes (like trigger box sizes) in real time, while the game is running.
It allows multiple users to define custom workspaces for specific purposes. On DebugStation and DevKit, a USB mouse can be connected for easy object manipulation. Modified attributes are later sent back to Maya® for updating and saving the scene.
Writing custom scripts for your game has never been easier. Using FreshTuner embeded LUA script editor, you can access all world objects attributes; trigger events when collisions occur; read input devices; animate objects, characters, cameras, dynamic lights and effects; and do many, many more things.
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