imagination XD

realizing dream


[Unity Asset] Anime Style Cafeteria / Canteen set

Hi guys, I just released new asset pack for Unity 3D


Requires Unity 5.3.0 or higher

Anime themed Cafeteria / Canteen prop pack including doors and windows.

Including more than 40+ prefabs with 1024×1024 textures and Normal Map also Illumination Map for Lighting objects. Material and mesh shared across objects.

Each models polys are range to 100~800 tris.

  • Contains:
  • Ceiling Fan with spinning
  • Mop
  • Plastic Tray (Stacked / Single)
  • 2 types of Trash bin
  • 3 types of bowls (Stacked / Single)
  • 3 types of chairs
  • 2 types of Condiments
  • 2 types of Ceiling lamps
  • 4 types of wall decal
  • Coffee Machine
  • Stove
  • Table
  • Counter
  • Pot
  • Ticket Machine
  • Exhaust Fan
  • Metal Bar
  • Vent
  • Sink
  • LPG
  • Fire Emergency
  • Sauce Tray
  • Windows and Doors
  • Lightmapped Cafeteria Demo Scene*
  • All objects in 1 Scene

* Lightmapped in Unity 5.3, Unity 5.5 might need to re lightmap.

Thanks for downloading !!

Be sure to follow this blog or my Facebook page to get updated news on my game development and next asset pack !


Check out my other assets too ! You can also support me from it haha. Have a nice day !



Leave a comment

[Unity Asset] Anime Style Classroom Prop Pack

After 20 days being reviewed, finally approved today !

Requires Unity 5.3.0 or higher.
Anime themed Classroom prop pack including doors and windows.
Including more than 50+ prefabs with 1024×1024 textures and Normal Map also Illumination Map for Lighting objects. Material and mesh also shared across objects.
Each models polys are range to 100~800 tris.
  • Skinned / Adjustable School bag
  • Adjustable wall clock
  • 3 Doors (hinge joints applied)
  • 3 Windows
  • Cabinets
  • Lockers
  • Trash Can
  • Table and Chair
  • Chalkboard with 3 variations
  • Bulletin Board with 3 variations
  • Room Speaker
  • Projector + Projector Screen
  • Stationary
  • Chalks and Eraser
  • Tote bags
  • Classroom
  • Lightmapped Classroom Demo Scene*
  • All objects in 1 Scene

* Lightmapped in Unity 5.3, Unity 5.5 might need to re lightmap.

Thanks for downloading !

And Happy Lunar New Year !

Image may contain: 1 person


Take 360 Photo and Upload to Facebook with Unity

It’s actually not new thing, but since many people ask me how to do it, then yeah I decided to make some writing about this.


What you need :

So here’s how you do it

  1. Download the 360 Panorama Capture asset and import it to Unity
  2. vrunity_1
  3. Select your main camera or camera to be rendered, and put Capture Panorama. Leave the settings default.
  4. REMEMBER to set the IMAGE FORMAT to JPEG. If you use PNG, you’ll have to convert that again to JPG.
  5. Press play if you see it’s good enough.
  6. In play mode, press [P] to capture the panorama, the screen would fade to black, don’t do anything while screen is black.
  7. Then you’d hear a sound effect and screen fade off. That’s mean the rendering is done.
  8. vrunity_2
  9. Now go to your root folder, folder where Unity put stuff like Assets, Library and stuff.
  10. Now bring those file to where you put the exiftool.exe
  11. vrunity_3
  12. You might need to rename your exiftool to just exiftool.exe
  13. Then press Shift + Right Click on the explorer and choose Open command window here.
  14. vrunity_4
  15. Copy this code to command window
  16. exiftool -ProjectionType=”equirectangular” photo.jpg
  17. That photo.jpg is your 360 photo file name.
  18. Then press [Enter]
  19. And yeah ! You will get the JPG once it done, now it’s ready to upload to Facebook as 360 photo !

Also, I have uploaded few assets on my Asset Store, be sure to check it out.


Leave a comment

Anime Boy Pack Available now on Asset Store


Anime Teen Boy character 3 pack is now available on asset store ! Includes 3 Characters.

Thanks to Kyana for the hair textures.


  • 10 Hair textures
  • Fully Editable 2048×2048 Vector PSD texture + Normal Map
  • Idle and Run motion as demo
  • Blink animation texture and mouth texture
  • Toon or PBR version
  • Character 1 :
    > Base 1812 tris
    > Hair 895 tris
    > Cloth 2290 tris
  • Character 2 :
    > Base 1874 tris
    > Hair 623 tris
    > Cloth 2290 tris
  • Character 3 :
    > Base 1772 tris
    > Hair 924 tris
    > Cloth 1556 tris

Anime Boy Character #1

Sketchfab link

Anime Boy Character #2

Sketchfab link

Anime Boy Character #3

Sketchfab Link

1 Comment

Anime Boy Character Available now on Asset Store

Hello everybody,

I just released the low poly character pack for Unity 3D in Asset store. There are 3 of them, but the packs haven’t approved yet by Unity.

Thanks to Kyana for the hair textures.


  • 10 Hair textures
  • Fully Editable 2048×2048 Vector PSD texture + Normal Map
  • Idle and Run motion as demo
  • Blink animation texture and mouth texture
  • Toon or PBR version
  • Character 1 :
    > Base 1812 tris
    > Hair 895 tris
    > Cloth 2290 tris
  • Character 2 :
    > Base 1874 tris
    > Hair 623 tris
    > Cloth 2290 tris
  • Character 3 :
    > Base 1772 tris
    > Hair 924 tris
    > Cloth 1556 tris

Anime Boy Character #1

Sketchfab link

Anime Boy Character #2

Sketchfab link

Anime Boy Character #3

Sketchfab Link

Leave a comment

MEMEME Dance Cover | Anime Unity Experiment Part I


MEMEME Dance cover animated with 12FPS convert to 24FPS via virtualDub.

Ah where i’ve been ?! Just came out from cave and decided to write an article on my blog. (^・ω・^ )

I want to test out / render my anime technique on Unity. Let’s get MEMEME by Teddyloid feat. Daoko dance motion as example. I still need to fix its shader toon effect cause it looks breaking. Maybe I need to make modifications on shader just like how I modify Unity-Chan shader. I’ve seen how Guilty Gear builds their 3D Anime style but I think it’s very very very long and complex (as always, my brain starts say “Ain’t nobody got time for that!”). So this is my own 3D Anime method.


On my earlier animation, I used modified Unity-chan shader. Since Stereoarts’ shader was compiled to cginc, it’s kinda difficult to modify it. I need to add Normal map and fix its toon ramp. You maybe say, Normal map is stupid to Anime, but you can make fake cloth fold by using normal map, I’m not going to make detail with Normal map, just fake cloth fold cause Anime without cloth fold is weird…

Unity Personal (64bit) - newshader.unity - New Unity Project - PC, Mac & Linux Standalone DX11
Unity-chan shader

  • Pros
    • Runs SSAO nicely (modified only)
    • Sometimes can give you really nice result
  • Cons
    • Not Support DX11
    • Can cause overbright sometimes
    • No outline color controller
    • Normal map has no function at all
    • No DoF / SSAO support (original one)
    • Many things to be set
    • Specular ?! Do you really think anime has Specular reflection ?

Unity Personal (64bit) - itsudatte.unity - New Unity Project - PC, Mac & Linux Standalone DX11_4 shader

  • Pros
    • Support DX11 / Global Illumination
    • Full control
  • Cons
    • No normal map for fake cloth folds
    • SSAO makes it looks darker and unrealistic


So about 2 Cameras, I have to use Forward rendering cause deffered can’t render depth camera.
Why do you need Depth Camera ? Cause, if you want to have SSAO / Motion Blur / any other Post effect only on environment, then you have to split / make 2 cameras. 1 for environment and 1 for character. The minus is, Character won’t cast shadow. Your character / actor must have their own layer, for example “Actor” so in your Actor Camera, set culling mask to Actor only, depth = 1, and set clear flag to depth only. Remember to put Actor camera as a children of Environment camera. So you only need to animate environment camera.

For environment post processing, you can use effect like Depth of Field (but it wont affect actor), motion blur, SSAO, and even paint effect. Leave actor camera no effect.

Also, if you want to make games instead of animation, you can use deffered or just single camera and use baked AO instead of SSAO. There’s no such SSAO on anime character.

I’ve been made modified Unity’s SSAO that cull actors layer, but it doesn’t work and it only shows environment no actors.


Background motion blur

Background motion blur

Anime usually has framerate of 12FPS and doubled / repeat it to 24FPS cause most film has framerate of 23.976 / 24FPS. I much prefer full 24 FPS than doubled 12FPS. To convert 12FPS to 24FPS, I use virtualDub. First, I render 12FPS on Unity then import on VirtualDub (Source 12FPS and convert to 24FPS) and done, it seems like the frame was doubled to become 24FPS.

As on Guilty Gear, they draw every motion on every frame and use step interpolation. Although it looks very anime style, but it’s very complex and took very long time. Simply decreasing framerate will do the same even you use Spline interpolation animation like mine. “Wait! The game should run in 60FPS! You can’t simply decreasing framerate to 12FPS to have anime looks!” Man! Think, readers! Think! Decreasing frame rate is possible via FBX (on Unity it should be named “samples”). I’ve tried compressing keyframe / frame rate through FBX.

Anyway more research are coming soon!

Read more about MMD on Unity


[Tutorial] HDRI as Unity Skybox

56I actually been used HDRI as skybox back then, but it wasn’t really good cause older Unity doesn’t has GI. Now Unity 5 has GI, so HDRI is good too for Unity.

You’ll need HDRI Image (JPG, if it’s hdr or exr, you have to convert it first), and Unity 5.

  1. 0First, if your HDRI is not JPG yet, then convert it to JPG by set the channel to 8bit.
  2. 1
  3. Import your JPG HDRI to Unity. Remember, 4000px is enough, cause you’ll get 2048px in Unity. Set your HDRI to Cubemap and Cubemap type to cylindrical or latitude bla bla bla…
  4. 2Now create a material. Click Assets > Create > Material
  5. 3 Set your material shader to Skybox > Cubemap
  6. 4Now drag your HDRI Cubemap to skybox cubemap.
  7. 5Now open Lighting tab, and drag your HDRI Material to skybox. Sometimes it might happens like this, but to fix it just change the cubemap type to Cylindrical (in this screenshot, I set it to Spherical).

Yep, it’s really simple. Simple as any other 3D programs.


[Unity] Blendshape Eye Controller (Look At, Random Eyes, and Random Blink)



I’ve noticed that Mediafire deleted the original script. Please use this script instead. This script is from my game (Project IMG). I’m sorry if there’s any error happened. This is more updated version and it’s C#

Controlling eyes with Unity’s blendshape controller is difficult especially Unity likes to make a blendshape is a float value which harder to control and you can’t even control any movement like down or left. The picture above represents the movement of their eyes. See closely with that cyclops, her eyes were move following that ball, meanwhile the penguin just stuttered with the eye (Random Eye and blink).

You’re gonna need 4 / 5 basic eye blendshapes like Up eye, Right eye, Down eye, Left eye, and blink (optional).

pxeyes nyeyes pyeyes nxeyes

This is very useful tool especially for wannabe animator like me.

Download the script here,


  1. blendeye2
  2. Add this script on the root of your character.
  3. blendeye3
  4. blendeye2aAssign the number / ID of your Blendshape as in your blendshape mesh. I added isDebugging mode, that’ll ease you out finding the number of the blendshape.

  5. blendeye4
  6. After found the right ID, now you’re done! You can control eye movement via 2D Target now. But is that enough ? LOL NOPE!
  7. To make it focus in 3D Way, create an empty game object and set it as target.
  8. blendeye6
  9. Sometimes this might happens (A certain eye moves in reverse way), to fix it, just invert the blendshape ID like Positive X Axis was 0 and set it to 1 and Negative X Axis was 1 and set it to 0.
  10. Now look! Your character will focus on that object forever! But if that’s not please you enough, you can use Random Eyes mover (I forgot to make it move along with your target, so it’ll move along with the center of your head). But if you really do want random movement along your target, then just remove “target” line below randomizer target transform.
  11. if(!randomizerTarget){
     randomizerTarget = new GameObject("RNDTRG");
     randomizerTarget.transform.position = blendshapeEyeMesh.transform.position;
     target = randomizerTarget.transform; // remove this
     target.position += Random.onUnitSphere * Time.fixedDeltaTime/randomCompressor;
  12. And so do you want them blink ? just turn on Blinkable and your character will be blinkable. The higher value of blink speed the faster it’ll be. And what is Target Multiplier ? That’s just speed multiplier of your 3D target, how fast / sensitive their eye will follow your 3D target.

Leave a comment

Cosmos – kirin PV Realtime Rendered Animation with Unity 5

I’m going to post something not really important today LOL. Anyway I’m not only making games as I said on October 2013. I paused making games and learning / practicing my 3D Modelling / Animating skills.

I’d be thanked to Unity 5 for giving out Pro features and Global Illumination for free. Good Guy Unity. After Unity 5 released, I decided to try out make an animation using their Global Illumination.

It’s a really short animation demo based on a song COSMOS by kirin. I wont make it full version because this is not my song, I probably will get some misunderstanding. I also have a plan making anime / animation with Unity 5, but I still need a lot things to learn / practice like modelling and animating.

The result was really realistic enough for me.

Total 1000 frames+, took about 10 or 15 minutes to render all. About 0.5 seconds per frame. Yeah always better than 40 seconds per frame in 3D Animation Software renderer (It also got really poor quality).

I hope Unity will release cutscene director soon as seen in their Blacksmith video. Cause animating using Unity Animation editor is such a pain.

Sorry for overbright, I had some problem on mixing Unity chan shader with Global Illumination / bloom.

Setting up physics. I almost kill myself after seeing Unity’s rigidbody bouncing like hell.

Setting up particles and additional details.

Outdoor lighting with Unity GI was satisfying enough.

Animating session.

Leave a comment

[Blog Post] Unity 5 Realtime Rendered Animation ?

Everyone was making games with Unity, so I make animation with Unity. Unity was such a good guy greg, Unity 5 free now supports every post processing / pro features. So I decided making animation with Unity. One thing that confused me, why 3D Animation software doesn’t have Mecanim / autorig like features ? I know there’s one named “Motion builder”, but it’s not easy or good as Animeeple or Mecanim. Anyway, I know making animation is not easy, but my mission is to find the easiest, most efficient, fastest and quickest way to make animation, it’s not 1980 anymore.

At first I was going to use Physical Renderer but to render basic environment + 2 characters with my 3D Software physical renderer and it took 4 hours to render 150 frames. It was so long, meanwhile using Unity only took 0.03 seconds per frame (Final render took only 1 to 2 seconds per frame).

As I said before I have a plan on making Original Net Anime with 3D Software but haven’t decided which I’ll use. But before jumps making Original Net Anime, I have to practice or make animation experiments so the viewer can’t yell **** about it. Seriously, I make this free and I didn’t beg even a penny from you or begging for crowdfunding.

These are animation experiment I’m gonna making :

  1. Cosmos – kirin PV
  2. Wedding Dress – Tae Yang dance scene
  3. Kyoani Challenge (Rising, Run > Jump > Hanging, Turn back and scared, Manual Walk)
  4. Nichijou Challenge (Rock paper scissor)
  5. Mecanim Challenge (Running through corridors, Run + Jump on rooftop, Manual Walk / Run, Natural Motion + Facial)
  6. Project Imaginechan shorts
  7. Mitsubishi FTO TVC
  8. Full length PV of my music Colorshift 2 / Signed in
  9. Project Imaginechan Opening Intro
  10. A Certain Musical Vocaloid

Every experiments has different workflow, for instance, wedding dress, I’m gonna make the motion from MMD then export VMD to Unity and start decorating. Cosmos PV will only use Unity 5. Kyoani Challenge will use Unity + Cinema 4D.

Unity 2015-04-23 00-15-21-47.avi_snapshot_00.00_[2015.04.23_19.16.54]Unity 2015-04-23 00-15-21-47.avi_snapshot_00.07_[2015.04.23_19.17.18] Unity 2015-04-23 00-15-21-47.avi_snapshot_00.08_[2015.04.23_19.17.10]

Unity Personal - 2-ZoomIndoor.unity - New Unity Project - PC, Mac & Linux Standalone DX11 APR16CosmosPV (1)

Therefore, I still have so many things to research. Making animation in Unity isn’t easy as you see. You have to deal with Unity’s spline interpolation.


Plus to make your character walking in unity using mecanim isn’t easy like playing games, you have to know how much speed and crossfade time while walking unless you are using Nav Mesh like my realtime animation back then. I put “Speed” state on Mecanim which controlled by NavMesh current speed.

It is so hard that you have to predict when NavMesh will arrive to destination (that’s why it’s easier to use Transform cause Unity wont give you a Live Preview of Mecanim). But making animation using MMD is much easier I say and the physics also looks flawless.