I’ve had interest in programming since before I even knew a thing about 3D. Started with C# in GameMaker, then Unity, later I got into Python and I’ve used it to make scripts in Maya and Blender. I’ve also messed around a bit with web languages like PHP, CSS, and HTML, but they didn’t quite grab me like C# and Python. I’ve used C++ in Unreal as well but I’d rather stick with blueprints. I’ve been testing the waters with shader scripting but haven’t given it the time yet, here’s some of the shader work I’ve done. When I finished high school I thought I had to choose between programming and 3D art, I chose to stick with 3D and later on I learnt that I could do both and become a unicorn.
My biggest project so far is 3DMOP, which you can get (a beta version) in Google Play right now.
3DMOP is an app that lets you show your 3D models with textures and animations without having to connect to the Internet. I started working on it long before Sketchfab released it’s mobile app but don’t have the means to keep working on it at the moment so had to put it on stand-by. It is useful in it’s current state nevertheless and I myself use it to show my models on the go to people that are interested.
This script I made while working with a client and saved me HOURS of brainless clicking. You can buy Shapekey Manager from Blender Market. It lets you manage shape keys by bulk; you can move, rename, delete, and apply dozens of shape keys with a couple of clicks.
What “Apply shapekeys” does is:
1. Save current value of all shapekeys and set them to zero.
2. “New shape key from mix” of one shape key at a time, with value set to one.
3. Adds the suffix/prefix of choice.
4. Restore shapekeys’ values.
And this is useful when you are using a vertex group as a mask for shape keys, because this is ignored when exporting the file. That’s why I called it Apply, it’s like applying a mask. Without this script you would need to do those steps manually, for each shapekey, which is a huge waste of time. But no more!