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procedural character generation

Discussion in 'Works In Progress' started by FernandoRibeiro, Oct 5, 2012.

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  1. FernandoRibeiro

    FernandoRibeiro

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    Hey, here is the real time version:



    @Breyer , can you point me out what is wrong? I might be able to fix it until the end of week.
    Cheers!
     
  2. Breyer

    Breyer

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    $MaleOld01.jpg

    in red circle i think muscle's edges are depth too and muscle in the centre (near neck) should be removed or aggresive smooth edge
     
  3. FernandoRibeiro

    FernandoRibeiro

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    Ohh got it.
    It´s more likely the muscle intensity is too high, is that right?
     
  4. Breyer

    Breyer

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  5. FernandoRibeiro

    FernandoRibeiro

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    Got it!
    What is causing this is that the original model I´ve sculpted was like this:



    Like a hulk guy.
    When I bring this data to a standard model, it´s composition is not as good.
    This is one of the challenges working with the sculpt as normal map data, not the final volume itself.
     
  6. FernandoRibeiro

    FernandoRibeiro

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    Hi there!
    I´ve included a second female body, based on my original female work.
    We are reaching UMA first release this week, so hopefully there will be a lot of content creators willing to join this jorney :)

     
  7. FernandoRibeiro

    FernandoRibeiro

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  8. Breyer

    Breyer

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    hmmm i have small ask because i didnt finish watch all tutorials yet - there will be chapter concentrate to adding special and optional part of body like succy horn or wings ?
     
  9. FernandoRibeiro

    FernandoRibeiro

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    Probably not a video, but it is being included on pdf documentation.:)
    Most of those require the same steps as clothes, the difference is that they might use extra bones.
     
  10. FernandoRibeiro

    FernandoRibeiro

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    Male jeans on the way =)
     
  11. Eqric

    Eqric

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    Looks very good Fernado :) Can't wait for the first release of UMA!
     
  12. FernandoRibeiro

    FernandoRibeiro

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    Yay =) Eli from UMA channel at skype pointed me out the button is at wrond side Lol! Missed that one :p Gonna correct before including on release pack :) -> Corrected
     
    Last edited: Aug 8, 2013
  13. FernandoRibeiro

    FernandoRibeiro

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    Thanks =D
    First release pack arriving this friday :)
     
  14. FernandoRibeiro

    FernandoRibeiro

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    Last edited: Aug 8, 2013
  15. FernandoRibeiro

    FernandoRibeiro

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    Hi there guys!
    Some of you guys gave really important feedback to the project and I would like include your nick names on credits section at UMA documentation. I won´t include everyone, only the most active members.
    If someone specifically don´t want to be included, let me know. :)
     
  16. Tesla-Coil

    Tesla-Coil

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    Bump, feel this will be a special week for Unity and UMA!

     
  17. FernandoRibeiro

    FernandoRibeiro

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  18. GD.Darren

    GD.Darren

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    Hi, can this system be used to create a character at runtime? And can I swap clothes of the character at run time, or is it generate and stay the same forever? What I require is a system where I create a model with a character customization screen and The player chooses the values. Based on the created character's parameters, clothes/armor should fit the created character and also animate with the generated character appropriately. Does this system fit my needs? Thanks in advance.
     
  19. FernandoRibeiro

    FernandoRibeiro

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    Hi there Darren!
    I'm happy to say the short answer is yes for everything :)
    Take a look at the video tutorials to see whats possible to accomplish with UMA.
    http://www.youtube.com/user/fernandoribeirogames
     
  20. Breyer

    Breyer

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    its funded by UT and free so it will be optional part of standard asset unity in next version? if yes it is interesting and cool for popularity this extension (and standarize working on creatures/NPCs system)

    in addition for popularity, UT with you can make some messages in their blog under Community News and Infos and/or create separate page for UMA like Animation on unity3d.com site - i think it isn't bad idea because this extension is HUGE features for RPG developer (or where live world is required) - and funded by UT so i think its fair
     
  21. FernandoRibeiro

    FernandoRibeiro

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  22. FernandoRibeiro

    FernandoRibeiro

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    I´m quite sure it won´t be integrated to Unity itself, but it´s going to be available on Asset Store. I still don´t know exactly where UMA extra files will be hosted, but I´ll keep supporting UMA after it´s release. :)
     
  23. GD.Darren

    GD.Darren

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    Thank you Fernando, I will be watching this and possibly use it in my game. How much money are we looking at spending? An approximate is enough if you're still deciding. Thanks in advance.
     
  24. FernandoRibeiro

    FernandoRibeiro

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    UMA is free Darren =)
     
  25. MD_Reptile

    MD_Reptile

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    if I'm understanding correctly, its going to be free, and a version will be ready soon.

    edit, fernando beat me to it :p
     
  26. GD.Darren

    GD.Darren

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    Free? That's incredible man, so many developers will be using this as standard character creation which will let us share many assets between us. You;re the best man.

    Another question, sorry to bother you but if I wanted these characters to be generated very low poly ( mobile versions ) would it be able to generate them at that low poly count? Thanks again in advance.
     
  27. Eqric

    Eqric

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    What are you planing to add before the release of UMA? :)
     
  28. FernandoRibeiro

    FernandoRibeiro

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    You would need an optimized base mesh and content, but it´s possible.
    Depending on the amount of avatars, the standard base mesh works quite well :)

     
  29. goat

    goat

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    For the pic of the Old Man and the other 'aged' characters I've noticed that the wrinkles look like someone's been taking high doses of steroids and been doing facial exercises rather than sagging skin of atrophied muscles / fat tissue in the face that comes with age.

    All the jeans, look like they are cut in a style for an thin 14 year old girl, if her parents would let her and none of the belt lines seem to actually come up the where the waist is.

    I think this has more to do with getting the clothes to conform well with the geometry of your models or no?
     
  30. Ribosome

    Ribosome

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    Good job !
    More documents and tutorials ,please
     
  31. Admiral-Skye

    Admiral-Skye

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    I got a quick question, if the character has part that changes the joints, like if a character has high heels where the ankle joint and everything above it is higher, or a character can change hand from human hands to 3 finger claw hands, will I need to do a trick to change the skeleton or does UMA support parts with different joint positions?
     
  32. FernandoRibeiro

    FernandoRibeiro

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    Hi there goat!
    We really need artists as beta testers, would you like to join?
    I´m providing the free content as an example of integration with UMA. I´m quite sure you will be able to create something special for your projects :)
     
  33. FernandoRibeiro

    FernandoRibeiro

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  34. FernandoRibeiro

    FernandoRibeiro

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    It might sound crazy, but concept is similar to this alien leg+feet (Alien feet bones are the third leg part)



    You´re able to include extra bones, but high heels would probably require adjusting Mecanim avatar itself, this will be available on future UMA versions.

    Depending how much different an avatars should be, it might be a good idea having him as an specific new race that shares most content with humanoid race.
     
  35. FernandoRibeiro

    FernandoRibeiro

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    Sorry taking long to answer, didn´t saw your post!
    I´m uploading a new version today, 1.0.0.6b

    We´ve considered it would be better to get a last feedback wave from a bigger beta test group before first release.
    All UMA features are already on this version, but I´m planning some rig/skinning changes for final release.
     
  36. goat

    goat

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    Hey Fernando,

    I'm not an artist but I'll be glad to start learning how to use your tools and how to create art that conforms to your rules. I've downloaded the beta 5 and the latest version of your official manual.

    As I am seriously A.D.D. I flit here and there and forget or say look at the shiny things soooo....I'll try and consider me 'joined' if I come back sufficiently versed in what I need to do to create / modify models and textures to be used in your Asset such that I come back and ask to join the Skype meetings. I'll make a concerted effort over the next week and let you know by the 23rd of August.

    This week I have visitors though.

    Thanks very much for the invitation.
     
    Last edited: Aug 15, 2013
  37. FernandoRibeiro

    FernandoRibeiro

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  38. Ribosome

    Ribosome

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    Hi, are you using the Unity4.2 Mecanim APIs? because when I Open the sample scene with 4.1.3
    the animator is not working at all, any the consele keeps warning me:
    Animator has not been initialized.
    UnityEngine.Animator:SetFloat(String, Single, Single, Single)
    IdleRunJump:Update() (at Assets/UMA_Project/Scripts/IdleRunJump.cs:39)

    And when I tried to open the avatarController Layer, Untiy crash !!!

    Do I have to update Untiy to version 4.2 ?
     
  39. FernandoRibeiro

    FernandoRibeiro

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    Hi there Ribosome!
    Most likely, that´s the cause. There´s no final code accessing the API on this version, but as I´ve started doing the changes, We´ve already upgraded to 4.2.

    UMA version 1.0.0.6b - Unity version 4.2

    It´s also recommended importing the pack to a clean project.
    Cheers!
     
  40. cl-apps

    cl-apps

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    I have a few dumb questions. I see now we have a save / load option in the features list but how does that work within Unity? Still haven't figured it out yet.

    Also, are all the sliders in the game view supposed to change the properties on a character? At the moment I can create something quite random or create a crowd of random people but thats all I can see to figure out :(

    Sorry for the brashness of my questions. I have been following for sometime now and the feature list gets better but with each download I feel less like I understand the tool...
     
  41. FernandoRibeiro

    FernandoRibeiro

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    Hi there guys!

    Just received an message from dropbox warning me that my public links have been temporarily suspended because of amount of downloads at same time :O
    They should be back in a while. Sorry for the inconvenience.
     
  42. FernandoRibeiro

    FernandoRibeiro

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    Hey, Hi there!
    Yep, as we include more features, project complexity rises. I´ll try keeping documentation updated as well!
    For customizing avatars, you just need to right click at any of those created.
    It saves avatar data as soon you click on it, so at any moment, if you want to return to original value, just press "z"

    Cheers
     
  43. goat

    goat

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    Dropbox says too much traffic so the link has been disabled. I'll try again later.
     
  44. FernandoRibeiro

    FernandoRibeiro

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    Yep! Moving the file to Unity webserver :) Might take a while
     
  45. FernandoRibeiro

    FernandoRibeiro

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  46. goat

    goat

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    Thanks...I've downloaded it all. Working through the all the videos and the PDF alone looks like it will take a week!
     
  47. FernandoRibeiro

    FernandoRibeiro

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    Hehehe =D
    Feel free to write here or contact me on skype if you have any questions! :)
     
  48. HeadClot88

    HeadClot88

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    Hey,

    Quick Question,

    Would this work for block like characters?

    I am working on a project that needs character customization. :)
     
  49. FernandoRibeiro

    FernandoRibeiro

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    "block like characters" -> You mean like minecraft?
     
  50. HeadClot88

    HeadClot88

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    Fundamentally, yes and no.

    Here is what I had in mind -



    Effectively I need a large variety of body types from a single mesh.

    So for example - A bigger belly, a smaller head, a bigger right or left arm and hands, etc.

    I need diversity for my zombie horde.
     
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