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Chris West


Country United States
State Alaska
Website http://www.west-racing.com/

Chris West Reviews

  • Jul 7, 2016

I bought Megafiers for $150 over a month ago. It was immediately obvious to me that this asset was full of bugs.

Megafiers has no documentation, and the developer only uses email, and takes SEVERAL days to respond, sometimes over a week. The website's support ticket area hardly gets used, it just gets transferred to email, so people who have similar issues, I don't see if their issue was resolved and how. So basically I'm at the mercy of whether or not this guy decides to support his software.

I asked early on for phone or skype, so that all these issues could be resolved within an hour. I even offered to pay the developer per hour, whatever rate he required. He just takes his sweet a*s time. Days pass between emails, and sometimes the only response I get after waiting anywhere from days to weeks, is a question or partial response, which means I end up waiting again after replying for another few days to a week.

I finally sent the guy EVERY single file I have, the entire unity package of my scene. Well, that was on the 24th of June; almost 2 weeks ago today.

I've tried TWO methods in Megafiers to try and get my scene working. First method is using Point Cache data, second method is using Path Deformers along an Animated Spline. Both methods do not work without issue. BOTH.

1. His point cache system has trouble detecting mapping info, so you have to export a reference PC2 where the first or last frame in the export has the mesh in its default stance, then import a second PC2 of the actual animation.

The only way to know about this issue with his software, is to email him because he didn't document it at all.

Well, this did resolve the issue for one of my models, but for some unexplainable reason, it doesn't work for the other 3.

I've spent hours double checking to make sure the reference PC2 is exactly the same as the default stance of the FBX export, and it is indeed. And loading the point cache to the exported FBX in max, works perfectly fine. His point cache system is a mess.

2. Path Deformer + Animated Spline.

Path deformer in Megafiers, has distortions that don't exist with Max's path deformer. He said the solution was to correct the up direction of the tangent or w/e. I checked and everything was facing the proper direction/orientation. I have two twists that are unexplainable.

The more severe issue, is the animated spline. He hasn't even addressed this at all, even though I emailed about it 12 days ago, and posted about it on the forums as well.

The animated spline system is supposed to be able to use keyframes exported from max OR allow for me to use keyframing in Unity. But for some reason, about all I can do with the animated spline is playback content at a virtually uncontrollable speed.

The only thing that you can achieve with his system atm, is a looping animation where the playback speed isn't important.

So now I'm seeking a refund, because I've been more than patient with this developer, and now I have to go back to using baked bone animation with Spline IK Solver. I thought using that method in Max was a pain, but after using Megafiers, which was supposed to be simpler and better, I can tell you it isn't simpler or better. I may have to have a baked animation with 2,000 frames, but atleast that works. Megafiers simply doesn't work like advertised. Some of it is issues that only the dev can fix, some are issues that the user can, but only if the dev tells you how because there is no documentation and it can take hours to figure out because there is a sea of inspector elements, and a sea of scripts.

I have been asking for a refund for awhile now, and I'm under the impression that the developer isn't even going to give me that.

So I'm at a point where I have a broken program, no support, and possibly no refund for the trouble. Let my experience be a warning for you, don't make the same mistake I did. Save your money.

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