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Official Accessories for the Townsfolk

Discussion in 'Open Projects' started by cirocontinisio, Nov 18, 2020.

  1. danten66

    danten66

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    Thank You!

    I am familiar with rigging (to a point,) and am willing to continue further on.

    So hypothetically then...
    A 'root' bone at the center of the pack, on the side closest to the character as an atachment point.

    Then a series of smaller bones along the straps to deform them in Blender via vertex weight Painting and in Unity via the SkinnedMeshRenderer method (which I will research for more insight as well.)

    Should the origin point of this model be at the 'attachment point', or the same spot as the character it is attached to (which might mean a root bone at that point and a 'attachment' bone at the back) or somewhere else for that matter)


     
  2. cirocontinisio

    cirocontinisio

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    Hmm, yes, but I think the weight painting should be done for the original bones. So you'd have to wait until we have e full rig, which we should have in the beginning of the next week.

    Also sorry, the SkinnedMeshRenderer is not a method, it's a component. Feed it the mesh and the root bone, and it should automatically find the weights and tie them to the right bones. That's why I'm saying it needs to be using the same bones.

    upload_2020-11-29_13-58-36.png

    In this scenario, the main part of the backpacks (i.e. not the straps) would be all 100% weighted to 1 bone on the back, so that it moves rigidly as one piece with that bone.

    --

    If you want to make a test, maybe you could use the pig as a reference for now? Its skeleton rig is finalised.
     
  3. danten66

    danten66

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    I think I understand better now and will try testing with the pig until the rigged townsfolk arrive, as well as getting some color and texture added to them)

    Thanks again.
     
  4. cirocontinisio

    cirocontinisio

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    Actually I literally just got the Townsfolk's first animations. I'll push them as soon as I can, maybe in a couple of hours because I'm in the middle of a big shader refactoring that's taking too long :D
     
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  5. cirocontinisio

    cirocontinisio

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    The tartan is really well made, but again, I don't think it fits the surroundings. It's a very specific decoration of one land (Scotland), so you see it and you think Scotland! Would be fun for an easter egg, but I wouldn't put it in front of the player all the time, as it kind of breaks the immersion.

    Have you ever seen Zelda the Wind Waker? I think its characters are a good example of the kind of decorations (or lack of) that we should go for.

    For the purse, still not a 100% sold. I'm sure the concept of a bag is as old as the world, but there's something in that design that makes it look a bit out of place. Maybe the shape? The fact it's so small?
     
  6. Smurjo

    Smurjo

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    Tartan pattern were not invented in Scotland, they were already found with the Hallstadt culture (Iron age, Austria), ancient Celtic populations and ancient Chinese. But you are right, they are associated with Scotland by most people.
    So another try is Batik. It's not easily recognizable though. And before you ask, it was already known in ancient Egypt and is still popular in Indonesia and Africa. oldLady3.JPG
     
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  7. Smurjo

    Smurjo

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  8. cirocontinisio

    cirocontinisio

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    I think that looks more like it!
    Usual one: careful with the triangles! :)
     
  9. Smurjo

    Smurjo

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    The old lady's purse is ready. 352 triangles, no texture.
    purse.JPG
     
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  10. danten66

    danten66

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    Oh my. I am rusty at hand painting textures. I will try again tomorrow from an older saved file. Somehow I must have extruded a bunch of faces and it all went wonky. Sigh.

    Still going for it though!
     
  11. Smurjo

    Smurjo

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    How about reusing from the exiting art assets? We are allowed to have overlapping UV. btw Ciro will surely not be happy if you come with a 2048x2048 texture.
    upload_2020-12-1_6-23-9.png upload_2020-12-1_6-27-48.png
     
  12. Smurjo

    Smurjo

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    I have made some hair for the tavern owner.
    hair around bald patch: 465 triangles, reusing hair detail mask
    single hairs and breast hair: 41 triangles, texture 128x128 (using URP cutout shader)
    tavernOwnerHair.JPG
     
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  13. danten66

    danten66

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    Shaking off a bit of the sea legs on the painting process... I am almost thinking that the detail of the wicker is too much now that I see it with the character. I can go in and make each wicker 'panel' a flatter color, or even split the difference and I think it may match a bit better.

    Right now the texture is 2k but I am thinking that it can drop to 512 when finished and still maintain a good look.

    Question:
    Being not as familiar with Git - If I choose 'Fetch Origin' - should it bring in the animated Townsfolk model? Or might it be under a different repository? Or have you not had a chance to upload it yet / it wasn't quite ready and if so that is totally cool too and I am just trying to see if I am doing something incorrect.
     

    Attached Files:

  14. erizzoalbuquerque

    erizzoalbuquerque

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    Hey everyone. I'm almost finishing de Frying Pan. I tried to use the knife and the pot as a reference. Here's the result so far. Any thoughts. I'm new to 3d modeling and texturing. Any feedback is welcome.

    upload_2020-12-1_20-54-18.png

    As soon as I clean the model, I'll open the PR. Thanks!
     
  15. treivize

    treivize

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    Nice! Texturing looks good! I do not know how far this object will be seen from the camera, but from your screenshot, the mesh resolution of the pan rim seems a bit low, I think that a bit rounder would be better.
     
    Last edited: Dec 2, 2020
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  16. erizzoalbuquerque

    erizzoalbuquerque

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    I was very conservative about the number of triangles in the primitives I started with because I had no idea of how the number of triangles would increase as I progressed the modeling. So, I think I'm able to increase the mesh resolution now. I'll try here. Thanks for the feedback!
     
  17. danten66

    danten66

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    I am working on rigging still but I figured out how to get the pack into Unity, Add a material, and shade it. YAY!

    Pack_Unity_v0a.png Pack_Unity_v0b.png
     
  18. cirocontinisio

    cirocontinisio

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    Did you find the skeleton? It's in
    Assets/Art/Characters/Townsfolk_M/Animations
    .
     
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  19. danten66

    danten66

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    I see it on the online Git page but when I hit Fetch origin on the GitHub Desktop Nothing seems to download - I can grab it from online I guess but I don't know if it'll do the right thing at the end of the day.

    - EDIT - I think I figured it out - I merged the upstream/Main branch with my local current Main branch - and then fetched and viola.
     
  20. danten66

    danten66

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    @cirocontinisio - Thanks again for the Animation

    In poking about looking for what bones deformed what areas, I noticed that the Root has a small amount of influence to a couple of vertices which you may want to pass along to the artist. I don't know if this will make any difference with the baked animations or not.

    Towsfolk-root-weight.png
     
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  21. danten66

    danten66

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    Learned a lot today but mainly that when you import FBX animations into Blender, the Model comes in at a scale of 1 and proper rotation, while the Armature comes in at a different scale and rotation (Despite looking proper.)

    Anyway, Rigged the pack up and got a decent weight paint along the straps. Pore loops would help but trying to keep the tris down.

    Fought with constraining mechanical bones to the existing character until I figured out the scale / rotation problem.

    Now I have a base set to go that all I have to do is constrain between the three different animations (quickly,) and tweak the placement. As you can see I have some (mostly minor,) clipping and I'd like to add a bit of secondary action.

    That said, with the rotation issues, I will next try exporting to FBX / Unity and bringing them in before going too much farther.

     
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  22. cirocontinisio

    cirocontinisio

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    Don't worry about really minor clipping for now. We might also tweak the animation slightly, so please don't add more animation keys because it might change again.

    I think it looks amazing already!!
     
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  23. danten66

    danten66

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    Thank you. I'll put focus on getting the existing animations into the project next.
     
  24. danten66

    danten66

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    @cirocontinisio

    Viewing the live stream yesterday was a bit eye opening (to a non game developer (as of yet,)) and I would like to make sure I understand the pipeline correctly re: Prefabs and Variants, and in my case, the backpack.

    I'll create a Variant of the existing Townsfolk Prefab to add the backpack to.

    (Here comes the sketch part for me...)
    You opened the FBX, added an empty for the Sombrero attachment point, re imported, and then attached the Sombrero to this empty in Unity.

    Since the backpack (and root bone,) share the same origin point as the townsfolk model; do I need to make an additional empty to attach to, or can it share the origin point since the backpack can not be worn in any other way?

    Then....
    Render out the animations of the backpack
    and then the state machine will handle the rest.
     
  25. danten66

    danten66

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    Alrighty, so I 'Think' I have...

    Copied the Pack_Basket FBX into the Assets\Art\Accessories Folder, Including the Diffuse Material and Animations for Walk, Talk, and Idle into an Animations Folder

    Added the Pack FBX to the Scene
    Made a material using the Toon Shader and added the Diffuse Material, adjusted the 'depth' a touch

    Added Said material to the FBX

    Moved that to the Prefab Folder and crated a 'Variant' of that prefab.

    Copied and Created a Variant of the Townsfolk_M

    Moved the Pack to the 'Root' of the Townsfolk (as they share the same root and would never need to be moved around unlike the Sombrero.

    Soooo.... How do I attach the animations? I believe it has something to do with the state machine, or since it is attached to the root of the Character, will that machine take over?

    Second Question, is there a way without a PR to the main Unity branch, that someone can take a look and see if I did done it right?
     
  26. Harsh-099

    Harsh-099

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    Post Videos, And yes its mine problem also. I do not want to post to YouTube and there is no way to Upload video directly here (I tried). So YouTube's one solution.
     
  27. cirocontinisio

    cirocontinisio

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    Sorry for not seeing this earlier!

    Happy to hear :)

    In the case of the sombrero (but this goes for the lantern, the knife, the pouch on the Pig) they are all rigid objects, so in that case just parenting to a bone (or to an attachment, sometimes called "virtual bone", like I did in the stream) is fine.

    The backpack is a SkinnedMeshRenderer, right? Then it makes sense it's on the root. Maybe it makes sense to create a root holder object which doesn't move, in which to put the backpack. Or you can leave it on the root. Since the holder object doesn't move, it should work to add it or remove it at a later stage.

    This is all correct! Perfect.
    What do you mean by attach the animations though? The backpack shouldn't have its own animation, just bone weights. So that when you play any animation (Idle, Walk, Talk, etc.) the backpack will move with the skeleton.
    You just need to assign the correct Root Bone, and it should work.
     
  28. cirocontinisio

    cirocontinisio

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    Regarding this, yes. You could create a branch on your repository, push the changes in there and link it here on the forums. I will be able to pull those changes on my machine to inspect them.

    But to merge I need you to make a PR (among other things, that a) correctly credits your work on the repo, and b) you sign the CLA on Github so you say that the contribution was made by you).
     
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  29. danten66

    danten66

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    Well I guess I went around it backwards and have much more to learn (there is always more to learn.)

    I think I follow you better this time around. If I parent the pack to the armature in the T-pose with empty weights, and hand assign the verts to the empty groups created. When I export the pack, despite there being no actual armature, it will understand the connection to the Townsfolk in Unity because of the SkinnedMeshRenderer (which seems to have a setting to assign it to the Townsfolk for an armature)

    Previous to this my thinking was;
    I created a seperate armature with a deform rig for the pack. A set of various target and mechanical bones that constrained themselves to the Townsfolk (walk / talk / idle) rig along 4 or 5 existing bones (along with a property bone to allow me to swap easily between them.) exported the animations of the pack only (along with it in the t-pose.) When the animations of the Townsfolk were finalized, I was then planning to hand tweak the animations to reduce clipping and perhaps add a little bit of secondary animation to the pack itself.

    I will work on it more over the weekend.

    Dan
     
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  30. danten66

    danten66

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    @cirocontinisio (or anyone,)

    I have the backpack weighted to bones from the armature of the Townsfolk. (And I have to say at least in Blender it looks so much better.)

    Now I guess I am at a loss. I tried exporting the backpack alone and SkinedMeshRenderer doesn't like it because the pack has no bones.

    I exported with the bones of the townsfolk and I am getting closer.

    If I drag the root from the townsfolk onto the Root property of the Skinned Mesh Renderer, Nothing.

    Google Fu has only found older information about needing a script to copy and replace the bone structure from the Townsfolk to the Pack. (2015) if I look up things like 'How to add clothing' and Copy Bones from one to another.

    Is there another way to do this in this newer version of Unity that someone can point me to? If it needs a script, is there one written already for this project that isn't a copy / paste of someone else's that they can contribute?

    Dan
     
  31. Harsh-099

    Harsh-099

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    In this Ocean of accessories, I also want to drop my bucket of water.

    I made a party hat for the townsfolk. It may be weared when there is a party, like at the last of the game, when Our Hero cooks food for Fry King.

    Please make suggestions and reviews here.

    Images (lighting is dim, please increase brightness to view properly if you cannot, sorry)

    PartyCap_For_Townsfolk_2.png PartyCap_For_Townsfolk_1.png PartyCap_For_Townsfolk_3.png

    This funny Texture is temporary. I painted it myself
     
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  32. Smurjo

    Smurjo

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    Actually I fear it isn't much, if we want for instance 20 tolks people at the festival and all of them looking unique.

    The funny texture makes much of the charm of the head, like handpainted from some townsfolk. Maybe you want smooth the normals?

    There is also the possibility to decorate the tip and/or the rim of the head with something. Feathers? Flowers? Leaves? Pompons? Seashells? Peppers?
     
  33. Harsh-099

    Harsh-099

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    But first I thought to listen the views of others, smoothing them is must and can also be done at last
     
  34. Harsh-099

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    I tried, but was not successful in creating them. How would I create some kind of small ribbons, or feathers at the tip (in blender)?
     
  35. Smurjo

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    Essentially I would make 2 flat planes in the shape of the feather (or one plane which you duplicate and flip the normals) an put them the thickness of the feather apart above each other. Then you merge at center each corresponding pair of points on the outside of your feather.
    I made a description how to make a frying pan from a plane in the concept art thread which is essentially done by the same principle (https://forum.unity.com/threads/concept-art.995365/).
    Also you might get inspiration where I described how I made the curly hair for the townsfolk:
    https://github.com/UnityTechnologies/open-project-1/pull/210
     
    Last edited: Dec 22, 2020
  36. BarthaSzabolcs

    BarthaSzabolcs

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    Hi guys!
    So am not much of a modeller, more like a programmer, but I could not find an easy enough coding task, so I thought might make some simple models first until I find something to do... :D

    I saw Smurjo's mustache and got inspired to make this beautiful unibrow.
    I tried to stick to Smurjo's art style, it kind of worked out.

    I did not do the texture yet, I do not really know how to paint it...
    but if you like the model I would texture it to, just give me some pointers on how to do it! :)

    upload_2020-12-27_1-15-0.png
    upload_2020-12-27_1-14-2.png

    PS:
    This model is by no means finished, I just wanted to show it off, to keep me motivated. :)
     
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  37. mattinjersey

    mattinjersey

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    How about clothing that changes color, could be good for a wizard or something. We saw some of this in the open projects videos.
     
  38. Smurjo

    Smurjo

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    I would suggest you reuse my hair texture, which I also used for the moustache. You would just have to play with the UV-coordinates.

    It's called hairDetailMask, since it is made for the toonDetailMaskTint Shader (so one model can be used for different hair colors):
    upload_2020-12-27_6-30-18.png
     
  39. BarthaSzabolcs

    BarthaSzabolcs

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    I did the UV mapping, also made some changes to my model, it's 122 tris 102 verts right now.

    What do you think? :d

    upload_2020-12-27_15-25-35.png
     
  40. Smurjo

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    Getting there... I think there is still potential in the UV to have it look more like this: eyebrows.png
    You can have several UV on one vertex. If you are using Blender, you would mark every second column of faces in your 3D view to have them displayed in the UV-Editor, then select only the nodes on one side and scale the UV.
     
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  41. BarthaSzabolcs

    BarthaSzabolcs

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    I think I get what you mean.
    Will try it and get back to you! :D
     
  42. BarthaSzabolcs

    BarthaSzabolcs

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    It's kinda wonky but I think it got better.
    What do you think? :d

    upload_2020-12-27_20-23-29.png
     
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  43. Smurjo

    Smurjo

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    Definitely better.:)
     
  44. danten66

    danten66

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    @cirocontinisio Happy New Year and Welcome back!

    I have the backpack weighted to bones from the armature of the Townsfolk. (And I have to say at least in Blender it looks so much better.)

    Now I guess I am at a loss. I tried exporting the backpack alone and SkinedMeshRenderer doesn't like it because the pack has no bones.

    I exported with the bones of the townsfolk (with no townsfolk mesh) and I am getting closer.

    If I drag the root from the townsfolk onto the Root property of the Skinned Mesh Renderer, Nothing. I change the mesh to the townsfolk and it morphs the townsfolk mesh with the pack and - oh the abomination!

    Screenshot 2021-01-05 155538.png Screenshot 2021-01-05 155722.png

    Google Fu has only found older information about needing a script to copy and replace the bone structure from the Townsfolk to the Pack. (2015) if I look up things like 'How to add clothing' and Copy Bones from one to another.

    Is there another way to do this in this newer version of Unity that you (or someone,) can point me to? If it needs a script, is there one written already for this project that isn't a copy / paste of someone else's that they can contribute?

    (Also - is it possible to sign the participation thing prior to a proper PR?)

    Dan
     
  45. antony999k

    antony999k

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    Hi everyone I would like to make my first contribution.

    I made a quick prototype of wizard hat, something like this works?
    Screenshot (2).png
    Screenshot (3).png
     
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  46. Smurjo

    Smurjo

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    I don't know whether it is due to being a prototype or if you have not yet thought about it: Currently the brim of the hat reminds me of a slab of stone. Absolutely credible if you texture it like stone as well but possibly not that comfortable to wear...

    I would possibly consider these things:
    • insert more points on the outside edge of the brim (You might have read that we are to save triangles as much as we can, but in my opinion a few more are necessary here)
    • make the outside edge of the brim thinner, it's really a bit thick for - let's say - felted cloth, possibly you can even merge some of the two points above each other into one (this way saving triangles)
    • give the edge of the brim a slight bend as if it's felted cloth material was slightly affected by gravity
    • optional - if you are confident to model it convincingly - you might also make a dent at one point of the edge as if a piece of the felt had been torn out caught on a thorn
     
    Last edited: Jan 6, 2021
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  47. cirocontinisio

    cirocontinisio

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    Nice hat. I would follow @Smurjo's tips, and also make the base of the cone larger. No head would fit into that!
     
  48. Harsh-099

    Harsh-099

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  49. cirocontinisio

    cirocontinisio

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  50. cirocontinisio

    cirocontinisio

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    Sorry, I am not too sure on how to help without seeing the setup. I suspect you're one step away from the solution!
    Actually, can you send it over in a PR? Even if it doesn't work. And you could include the blend file you are using too, if it's not too heavy (or you can link it using Google Drive, Dropbox, etc.)
    Then I would be able to take a look at the source, after today's livestream.
     
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