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[FREE] o3n UMA Race Jane & John

Discussion in 'Assets and Asset Store' started by umutozkan, Jul 13, 2020.

  1. aggaton

    aggaton

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    @umutozkan Hi, I tried adding a pair of shoes using your content creation kit, following your video. I was able to create a couple of jackets, however shoes does not seem to have a template. I tried using the st_sneakers_LOD and st_female_shoes_LOD0, however all of them gave the same result below after I created the recipe and added them to the model. Am I doing something wrong? What should I use to do data transfer from?

    upload_2021-12-1_19-6-57.png

    The shoes look alright in blender and it follows the animations, so it appears to be rigged alright:
    upload_2021-12-1_19-11-56.png
     
    Last edited: Dec 2, 2021
  2. Jaimi

    Jaimi

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    Jan 10, 2009
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    6,171
    Please review the "UMAContentCreation" pdf in the UMA folder. Make sure you follow it exactly.

    Note:
    • You must export as FBX. Blender import will not work, even though it looks like it might.
    • You must use the export parameters as specified in the documentation exactly. This documentation is in the UMA folder.
    • You must make sure all transforms are applied on all objects, and that includes bones if you added any.
    • You must make sure your mesh is not a child of the rig.
     
  3. aggaton

    aggaton

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    Thanks for the reply, I am already exporting as a fbx and I have the settings set as in the pdf, I also have all the transforms applied (ctrl a All transforms). If the mesh is not a child of the armature it will not import in the slot builder. I select both when I export. It doesn't seem to make any difference if the mesh is a child of the armature or not. I have created a couple of jackets before and they both turned out alright, which is why it seem weird that these shoes don't seem to work. Obviously something is wrong somewhere... I am just not sure what.
    upload_2021-12-1_21-0-2.png

    upload_2021-12-1_21-0-43.png
     
    Last edited: Dec 2, 2021
  4. umutozkan

    umutozkan

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    Oct 30, 2015
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    Hi sorry for the late response. I always use the body for the weight transfer for the shoes.

    I am not exactly sure what's going on with your case though. Can you export it body + shoes and try to animate the FBX in a scene, just to see that it is properly importing to Unity. (Before doing any slot generation)
     
  5. aggaton

    aggaton

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    No problem!, I am busy with my "day" job anyway, so the response is coming at the right time for me. So, I exported the fbx with all the body parts, armature, some clothes, the aforementioned shoes and some animations I baked in and everything seem to be working and looking alright apart from some texture (coloring is off) and rotation issues, i.e. the model had to be rotated x-90 to be standing upright, not sure if that is clue about anything. In general though it is looking as though something in the UMA import might not be working quite right.
     
  6. aggaton

    aggaton

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    upload_2021-12-2_20-18-7.png
     
  7. umutozkan

    umutozkan

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    Did you try animating the imported fbx and verify that the shoes move with the body as it is supposed to? Sometimes it looks fine when it is posed while it is not.

    When you turned it into a slot/wardrobe item and equipped, is it just rotated or it distorts with the animation change? And it is a long shot but, is it possible that number of polygons are high on the shoes?

    I'll put here the export settings I use. (It's similar to what Jaimi already posted though. The differences should not cause an issue I suppose)
     

    Attached Files:

  8. aggaton

    aggaton

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    Yeah, it seems to be following animation.
    upload_2021-12-3_20-32-54.png

    Turns out it was the export settings, after I copied yours, exported and did the slot builder step etc, the mesh showed up properly on the uma models feet! Who knew these options were so important. You may want to update your video and your documentation with these settings, since I were using the ones you had. Or maybe this is just for shoes or something that doesn't use your templates? Thank you so much for your help!
     
    umutozkan likes this.
  9. hopeful

    hopeful

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    You have to export everything precisely in this way, so the model has a proper default orientation, etc. Otherwise it won't work. It's really about the only thing that trips people up with the UMA system, and it's the easiest thing to fix if you have the proper info in front of you.

    Normally, once you have this part down, you're good to go.
     
    aggaton and umutozkan like this.
  10. umutozkan

    umutozkan

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    Great! I updated the video description and added the link to the export settings there. Thanks for the feedback!
     
    aggaton likes this.
  11. aggaton

    aggaton

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    @umutozkan Thanks for all your help so, it has helped me convert a bunch of clothing items to the stunner uma model. I am however now running into a new issue. How do I convert wardrobe items for the standard uma to the stunner model? Some seem to have the source fbx, so I think I can do those the same way as the other stuff, however some only have the recipe etc.
     
  12. umutozkan

    umutozkan

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    You'll need the source 3d model file. You might try exporting an fbx from Unity but that in my experience only has the mesh and not skinning. (You will have to reskin it anyway)
     
  13. kt5881

    kt5881

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    Jul 26, 2014
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    Hello, I really like and how this Avatar is working. But i have a problem i am trying to use same character with ONNX model but the hands and legs are inverse. I was able to fix the legs but the hands are not fixed yet. please can i know the problem?
     

    Attached Files:

  14. MuntyMcFly

    MuntyMcFly

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    Sep 29, 2016
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    On urp 12 2021 lts this error started showing up for me and stopping compilation.

    Shader error in 'Shader Graphs/o3nStunnerURP_Skin_WrinkleMap': maximum ps_5_0 sampler register index (16) exceeded at line 357 (on d3d11)

    It builds in another project so I am suspecting its something I am doing but there is not much different at all between the two projects.

    seems to come along with this being spammed as well when it actually compiles


    NullReferenceException: Object reference not set to an instance of an object
    o3n.UMARaces.Stunner.Common.WrinkleMap.WrinkleMapUpdater.UpdateWrinkleMapWeights () (at Assets/o3n/UMARaces/Stunner/Common/WrinkleMap/WrinkleMapUpdater.cs:182)
     
    Last edited: Apr 23, 2022
  15. MuntyMcFly

    MuntyMcFly

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    hmm so those were solved by doing a conversion to urp on the uma2 lib but now left with these errors:


    Slot 'st_teeth_LOD0' Material Channel 0 refers to material property '_BaseMap' but no such property exists.
    UnityEngine.Debug:LogError (object,UnityEngine.Object)

    UMAData: Recipe or Generator is not valid!
    UnityEngine.Debug:LogError (object)
    UMA.UMAData:Validate () (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAData.cs:457)

    solved for me in 2021 by editing the shader
     
    Last edited: Apr 26, 2022
  16. kintovt

    kintovt

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  17. kintovt

    kintovt

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    hi! I got the same issue! can you tell in more details what have you changed for resolve the issue?
     
  18. Falondrian

    Falondrian

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    Nov 1, 2017
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    Hi @umutozkan. I purchased the URP package a while back, super happy with it! I do have one tiny request though: I remove the optional "contrib", "content" and "examples" folders from UMA to keep the project small and the global library and recipe pickers clean. However, the stunner package requires TestCustomizerDD from the examples and Calculation_BRDFTexRDFTex from content. It would be great if you could remove/copy these dependencies to make UMA upgrading easier.
     
    John-G and MuntyMcFly like this.
  19. Teila

    Teila

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    Hello @umutozkan
    Finally gotten to where we can use the package. However I have a question. I would like to be able to paint on the model but cannot because the face is stacked on the body (UVs). Is there a separated head that we can use?
     
  20. Yon940

    Yon940

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    Aug 26, 2017
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    6
    hello
    I'm using the standard pipeline stunner race, and when I run it with cScape city system (from asset store), some times
    the character skin is completely invisible. Both products use amplify shader editor(I have it to) so I assume there is some conflict there.
    Is there a way to fix it? maybe some variables are mixed up? weird situation, very frustrating. characters walking with no skin- only cloths and floating eyes. thanks.
     
  21. umutozkan

    umutozkan

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    Hi,
    Unfortunately I don't have any of those assets. The only other asset that stunner races interact/depend on is UMA2 asset. o3n stunner races don't use any general setting variable. I doubt UMA does either.
    That being said, skin uses a shader with alpha to be able to use alpha masks to hide partial areas when under clothing.
    Maybe those plugins apply a general alpha threshold.
    You can ask in UMA discord, maybe someone has experienced it before.
    Or ask the creators of those other plugins if they modify a "general setting" as such.
     
  22. esquilofreniko

    esquilofreniko

    Joined:
    Oct 14, 2020
    Posts:
    1
    Hey mate! so i'm using Stunner john with mixamo animations.
    I uploaded the Stunner FBX to mixamo and downloaded the animations and it all works.
    After i tried adding an animator to the raw FBX in unity the animations play out properly!
    The weird part is that when i try adding the animations to the stunner john within UMA the left and right feet are swapped in the running animations :/
    Any idea what could be causing this?

    upload_2023-4-19_17-3-7.png

    Thanks!