A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
The rect is used when you will cover a part of a texture with another texture that dont have the same size as the base one. Is explained on the...
OMG, thank you, to be honest I never went to UMA on Github untill Jaimi told me to add a request jajaja and still didn't added because still dont...
I tested the blank recipe (no slots) on the race base recipe, you can use it you don't add a default animation controller on the DNA on the start,...
on your video what you are dragging to the slot builder is the MESH, not the SKINNED MESH, what you need to drag on the slot builder is the...
sorry for my ignorance but what you mean by "Develop branch" and "Physique"? my problem for starting bone position was that I was not setting the...
:confused: where can I read how to use the starting bone position?
Thanks Jaimi, I will add my request after i figure out how to add it. I don't know if what I do when I have issues with the overlays position...
@Jaimi: will you add the code that I posted for the atlas rel pos in the UMA next release? because if not I will need to redo the code every time...
@Jaimi: This is what I did to make it work: on SlotDataAsset.cs(44): Added a bool var public bool useAtlasOverlay; (forgive me for the var name im...
Well, I'll try to make it work by changing|adding code to UMA source, and if it works, i'll tell you what I did, if not i'll keep quiet ;)
And another question xD: after the slot is created, can I delete from the project the mesh and the prefab that are created with the slot? [ATTACH]
My case is this: I have a collar slot which use a 1024x1024 texture, but the UVs just takes 719px on the height of that texture (0 to 1 in U and 0...
xD thanks now I get a better atlas, but i have another question: are you planning to code a rect for access a relative position of the entire...
Hi Jaimi On the UMA/Runtime Menu there is an option to save the texture generated to a PNG, when I use that option, what I get is a texture with...
Thanks Jaimi.
@Jaimi: If I have a base model and a default wardrobe on the legs hiding the base legs, if I put on another wardrobe on the legs, do I have to...
@Jaimi: I don't mind, you can use it for whatever you want or need. But Jaimi my info depends a lot in which way is hip bone joint oriented (that...
Hi Rosie, me as you, use Maya not Blender. If you was the one who model and rig your char on Maya then most sure that you have your bones oriented...
So I only have to use it if at any time i get seems on the model?
Yes Jaimi, I use the blendshapes only on the face, for the rest I use bones, I mean if for example I want big hands I use a boneAdjust. One more...