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Male base 1/Fem base 1 RPG starter and UMA Multipurpopse Avatar

Discussion in 'Assets and Asset Store' started by Deleted User, Aug 14, 2014.

  1. DirtyHippy

    DirtyHippy

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    Also, male head 03 has some sort of z-fighting going on with its eyebrows.

    Female face 03 has a pretty clear overlay seam between the head and body (using the face3 overly + new body overlay)

    Female face 08 something is wrong with teeth or tongue. I noticed your wardrobe recipe doesn't even include them.

    Thanks!
     
  2. Deleted User

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    Thanks for the suggestions.
     
  3. Deleted User

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  4. Deleted User

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  5. Deleted User

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    UMA RPG Starter pack 1.6 update has been submitted:


    1.6
    -Added latest face and Hair updates
    -Added latest packages
    -Added wardrobe for upper 2
    -Added Wolf Armor wardrobes
    -Tweaked Maiden Dress culling
    -Added Hide mesh asset for male poor
    -README basic setup tutorial
     
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  7. Deleted User

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    Last edited by a moderator: Aug 11, 2021
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  8. Deleted User

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    Basic UMA Anime Race setup video:

     
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  9. Deleted User

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    Female Face 09 Demon pre-final:

    promo.png
     
  10. AlexHell

    AlexHell

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    Hello! As I understand, the author does not plan to animate him characters? For example this mage https://assetstore.unity.com/packages/3d/characters/humanoids/fantasy/mb1-fb1-mage-set-20805 does not contains any animations, but 3d-model only.

    I need some animations for this mage (may be another warlocks\priests too).

    this video is unavailable (may be it contains anims?)
    >>
    Mecanim test video (Legacy):

    <<

    Which path of usage is better for me?
    - buy this asset, and hire 3d-animator
    - buy some animations presets? (does not understand which)

    p.s. for example this Mecanim Controllers https://assetstore.unity.com/packages/3d/animations/mage-warrior-mecanim-animation-pack-39519 or this pack https://assetstore.unity.com/packages/3d/animations/rpg-character-mecanim-animation-pack-63772 - will ok for your 3d-assets?
     
    Last edited: Aug 21, 2021
  11. Deleted User

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    Hi. These models use the Unity Mecanim system which retargets animations. Custom animations are always the best option, but you can also use retargeted variations and asset store packs.

    You can read about it here:

    https://docs.unity3d.com/460/Documentation/Manual/MecanimAnimationSystem.html
     
  12. Deleted User

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    UMA Anime Race 1.2.3 is submitted.

    -Changed line thickness to 1
    -Added tongue and teeth to the male recipe
    -Added tongue to female recipe
    -Adjusted both male and female tongue positions for expressions
     
  13. GEOMETRICBYTES

    GEOMETRICBYTES

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    Hello, I have bought UMA Sci Fi, but I have a problem with the generated prefabs because the textures are in very low resolution. What is the problem?
     
  14. Deleted User

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  15. Deleted User

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    Hi.

    Support email is: will@willbgameart.com

    Try checking the initial scale factor on the UMA settings (UMA GLIB). Set it to 1.


    You can also find the UMA Discord here:

    https://discord.com/invite/5FV8GnmBWA
     
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  17. Deleted User

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    Last edited by a moderator: Sep 4, 2021
  18. Demostenes_cz

    Demostenes_cz

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    Hello, what SW did you use for creating UMA male and female 2.0 base mesh? I am importing FBX into Motionbuilder (I downloaded packages from your website https://willbgameart.com/product/uma-f_base-2-0/) and I can import male mesh, but female multimesh gives me serious hedache. No matter what version of Motionbuilder I use, it just crashes on import (I tried MB 2015, 2017, 2022). I tried to open in 3ds max (2020) and just re-save, is throws tons of gimbal lock errors and it can be opened in MB, but bones are messed..

    Also both male and female (single mesh) are displaying bones as dummy objects in MB 2017, but when I re-export into older FBX and open in MB 2015, everything is OK (but never in 2017+). Generally I had never any issues with your FBXs (under cca FBX 2015), it started when you start using newer version of FBX format.

    Thanks.
     
    Last edited: Sep 7, 2021
  19. Deleted User

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    Hi.

    Blender was used. The packages include the blend file.
     
  20. hopeful

    hopeful

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    That's really curious. I wonder what could be possibly be the reason why one model is accepted by the program and the other isn't. They're practically identical, as far as FBX models go.

    Maybe you can isolate the difference between the two models by loading up the female body part by part, and then the unified version. I would assume if there's a problem area it would be in the torso, but I don't know how or what it could be. Something like an extra vertex ...? IDK.
     
  21. Demostenes_cz

    Demostenes_cz

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    This is probably cause of the problem and reason, why studios rarely use Blender. Blender does not use FBX api (licence reasons), so its support of this format is reverse engineered and it causes tons of unpredictible issues (especialy with animations and skinning) when importing into Autodesk products.
     
  22. Demostenes_cz

    Demostenes_cz

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    Where can I find it? There is just unitypackage and I cant find any .blend file there. Thanks.
     
  23. Deleted User

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    Female blend is in the package. Male is attached.
     

    Attached Files:

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  24. Deleted User

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  25. Demostenes_cz

    Demostenes_cz

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    Thanks a lot!
     
  26. Demostenes_cz

    Demostenes_cz

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    FYI, even latest Blender version wasnt able to export female model properly. Motionbuilder was still crashing on import, in 3ds max rotations were wrong, smooth groups removed..... I ve solved the problem by buying this plugin (https://blendermarket.com/products/better-fbx-importer--exporter), everything works as it should. So please provide source .blend for each of your model, so it is possible to reexport it in proper way. I can strongly recommend this to anybody, who is not using Blender as single tool in his asset pipeline. It will save lot of pain.
     
    Last edited: Sep 10, 2021
  27. hopeful

    hopeful

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    UMA has been around since 2013, using Blender the whole time. To the best of my knowledge, nobody else is running into these errors. You might want to join the UMA Discord so you can chat with other UMA users.
     
  28. Demostenes_cz

    Demostenes_cz

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    I guess majority of UMA users dodnt use Motionbuilder and dont want to use root motion animations. There is probably no issue if you never leave Unity and its asset store. Also older versions of Wills UMA were OK, these import issues started several years ago, when Blender updated fbx exporter to newer version. Issues of Blender and exports (especially with skinning) are known for years. And as I told, my issues were solved with better fbx exporter.
     
    Last edited: Sep 10, 2021
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  29. Deleted User

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    Thanks for the update. Blender can export for Unity and UE4 without any problems. I've also imported FBX exported from Blender to Maya several times.

    I haven't used motion builder, but if you have Maya you probably just need to freeze the transformations after import if your having rotation issues . The two programs have different axis orientations.

    Also keep in mind the uma assets use the "UMA rig" which have extra adjust bones for morphing. If your animation program requires a specific rig set up it might not work.

    There is a "Mecanim" rig on willbgameart.com tutorials that has the adjust bones removed. You will need to parent your object to it and there is no guarantee it will work in a specific program.



    Blender 2.8 export settings for unity are:

    Scale .01

    Armature: x, -y axis

    Uncheck: Add leaf bones



    upload_2021-9-10_16-2-29.png
     
    Last edited by a moderator: Sep 10, 2021
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  30. Deleted User

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    Female Orc Low poly normals.

    lp normals.png
     
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  31. Deleted User

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  32. Deleted User

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    Tutorial: Set up Base 2.0 Athletic, Hair Pack, and Face Pack



     
    Last edited by a moderator: Oct 22, 2021
  33. Deleted User

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    Face pack Vol.2 Wip:

    FP2_Wip.png
     
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  34. Deleted User

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  35. Deleted User

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    Male UMA Toon Pre-final:

    toon1.png

    toon2.png
     
  36. Deleted User

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    F_UMA Toon Pre-final

    F_Toon_Prefinal.png
     
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  37. Deleted User

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  38. Deleted User

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    UMA Male Cartoon is added.

    Toon Male 4.png Toon Male 5.png

    Toon Male 1.png
     
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  39. Deleted User

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  40. Deleted User

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  41. Deleted User

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  42. Deleted User

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    Anime Race 1.3. Added UMA Hair pack compatible race.

    hairpack1.png hairpack2.png screen_2200x1980_2021-11-26_12-34-39.png

    hairpack3sm.png
     
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  43. Jaimi

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    Wow, I somehow missed all these cool new assets! Excellent work!!!
     
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  44. Deleted User

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  45. Deleted User

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  46. Deleted User

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    Last edited by a moderator: Dec 15, 2021
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  47. Deleted User

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    UMA RPG Starter update 1.7 is submitted:

    -Deleted Scene files
    -Added Blend files
    -Added mesh tweaks
    -Added latest Face pack update
    -Added latest Hair pack update

    Set up video:

     
  48. Deleted User

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    Barbarian Starter Pack Base 2.0 Athletic set up:

     
  49. alterfenix

    alterfenix

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    Hello, I am having a trouble with setting skin colors. Basically I run code:
    Code (CSharp):
    1. ColorName = "Skin";
    2. Avatar.SetColor(ColorName, fcp.color, default, 0, true);
    Which works great for male base 2.0 as well as recipes delivered with UMA. However when I try it with female base 2.0 colors do not update at all.
     
  50. Deleted User

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    Hi. Double check the shared color name in the race recipe. It should be checked and set to Skin.

    For further coding assistance please reference UMA Discord:

    https://discord.com/invite/sbKtnAvSRq