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[Released] Morph Character System (MCS) - Male and Female

Discussion in 'Assets and Asset Store' started by berk-maketafi, Sep 17, 2015.

  1. hopeful

    hopeful

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    No tips on that. I did, however, suggest that modesty clothing pieces be included in the male and female base kits. Maybe they will appear there some day.

    If you would like to see them added to the base kit, perhaps it would help to visit the MCS store site and drop them a suggestion about it using the support ticket system. ;)
     
  2. hopeful

    hopeful

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    The Lux shader suite (free) has been updated, and it has a hair shader. If anyone is struggling with the MCS hair shader or doesn't like it, you might give the free hair shader from Lux a shot.

    The suite also contains a skin shader. It used to contain eye shaders as well, but I'm not sure if those are in the new edition or not.

    UPDATE: Oh, be sure to get the latest version of Lux from Github or wait a few days for a new version to hit the store, as the store's current version has a bug where it requires a ton of memory to compile the shaders. (The version you get from Github requires 3G memory, while the one currently in the store needs 8-12G.)

    UPDATE TO THE UPDATE: Not long after I posted the above warning, the version of Lux with the bugfix hit the asset store. So it should be good to go, regardless of whether you get it from the store or Github.
     
    Last edited: May 13, 2016
    BackwoodsGaming likes this.
  3. eightbitz

    eightbitz

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    Am I the only one still getting the DLL import error during build? I'm running 5.3.4f1 with MCS Male 1.0r4 and am still getting this:

    I thought this was supposed to be fixed a long time ago. I started a new project right after I updated to 1.0r1 but still no go. I've gone so far as to remove the entire package and reimport it from scratch with no effect. What do I have to do to get a build?
     
  4. Rusted_Games

    Rusted_Games

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    After selecting the dll in the project panel got to inspector and uncheck everything but Editor as shown in the attached image. That worked for me.
     

    Attached Files:

    hopeful, eightbitz and umutozkan like this.
  5. eightbitz

    eightbitz

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    Thank you very much! That worked perfectly!
     
  6. celebrus

    celebrus

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    You can't yet. You need to wait for their character tools that should (hopefully) arrive soon. Besides, you can't just use daz3d items in Unity without a game license.
     
    BackwoodsGaming likes this.
  7. AiryKai

    AiryKai

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    In the new version something changed? I have not noticed anything. All old problems still exist.
     
  8. Rusted_Games

    Rusted_Games

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    Yep, same old pink hair for me when building the project
     
  9. AiryKai

    AiryKai

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    Well, I have fixed this problem by using a different Shader.

    Is that all? No more fixes?
     
  10. AiryKai

    AiryKai

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    Has anyone solved the problem of high loads during the instantiation new character in the scene?
     
  11. Gozdek

    Gozdek

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  12. EDarkness

    EDarkness

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    I had this problem with earlier builds. Haven't tried the new build yet.
     
  13. umutozkan

    umutozkan

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    There is version info on MCS Male and Female page on Morph3D's website but not on content packs. Do they need to be updated too?
     
  14. hopeful

    hopeful

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    Glad to see version numbers show up on the MCS store site, but where I'd really like to be seeing the version numbers is on the download page, not the sales page.
     
    umutozkan likes this.
  15. umutozkan

    umutozkan

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    Judging by the file size, content packs are not updated. About the MCSMale and MCSFemale packages;

    One change I noticed is clothing in the base packages are organized so that each piece is in seperate file. It's a good thing because it is easier to add and remove clothing by code this way. Content packs should get this update too imo.

    The other difference is that the file size is almost double, I don't know what's added.
     
  16. AiryKai

    AiryKai

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    This could be done independently before. Just create prefabs with separate pieces of clothing.
     
  17. AiryKai

    AiryKai

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    Anyone has similar problem when using Deffered rendering?
     

    Attached Files:

  18. umutozkan

    umutozkan

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    I doubt a prefab can be used in code with add content pack methods. I might be wrong though. I'll give it a try when I have time.
     
  19. AiryKai

    AiryKai

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    I do it and it works. Just need to each part had its own mesh.
     
    umutozkan likes this.
  20. Acissathar

    Acissathar

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    In case anyone was still wondering about the Artist Tools to convert your stuff to be Morph compatible, I sent them an email and the reply was "The artist tools will be released in BETA the beginning of June if all goes well."
     
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  21. umutozkan

    umutozkan

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    Nice to hear!
     
  22. AiryKai

    AiryKai

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    Has anyone found a way to completely delete content pack from character?
     
  23. AiryKai

    AiryKai

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    And more... Has anyone found a way to add new materials to the character model?
     
  24. ZoidbergForPresident

    ZoidbergForPresident

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    Is it possible to add more morphs too? Or is it excluded?
     
  25. Darkworth

    Darkworth

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    Is there anything in the injection system to allow clothing pieces from different packs to work together... right now I cannot seem to even mix the pants from one outfit with the shirt from another without often seeing some serious bleed through, this is going to be a major maintenance mess in game when people start trying to create different outfits from the pieces they have gathered / gotten access to if there isn't a way to deal with this at run time. (mess isn't really the right word, as if there is no way to deal with this then MCS simply won't be viable for a game where its meant to mix and match clothing pieces and not just have preset outfits...)

    Hoping they have some sort of "refit" method or something that can be called to have the clothing fix itself with other pieces similar to how the injection fixes it around the bare body...
     
  26. AiryKai

    AiryKai

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    As far as I know, no. But there is a lot of morph options, which can be combined.

    The only way currently is to use a alpha-mask for each set, as it works for the body. It is not comfortable, but I don't see another way now.
     
  27. jessejarvis

    jessejarvis

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    Well... I just deleted M3DIMPORT_DLL.dll and it built successfully. So um. Yeah.

    Maybe it's only needed for the editor?
     
  28. rapidrunner

    rapidrunner

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    If you go back on the post, there was a change to make in the build settings, to exclude the dll needed by the editor only.

    Not sure if they fixed it at one point or not; it was a manual operation at that time. I have not used this product recently, since I am working on a different project, so I am not sure what did change lately.

    Glad to see new things on the shop, but still no news about the tool to make your own items...has been quite a while since when I did inquire about it and submitted the email to get in the program.

    This is the only thing that I have problems with this product: if you want to use it and you need something that is not on their store, the amount of efforts to make something is too big and is not really worth the time. Crossing fingers that this will change sooner or later.
     
  29. rapidrunner

    rapidrunner

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    You can use various tutorials on youtube, to export the clothing; but to put it on the MCS model is not simple, due to the structure of the asset.
    Plus you need to do a retopology or poly reduction on most of the DAZ assets, if you want to use them in Unity; since they are heavy on polycount.

    It makes more sense to buy the gamer license on DAZ, get the products and figures that you need, rig them in your favorite software, decimate and you are good to go. This product was made mostly to be used "as is"; and if you are OK with the items out in their store, it is a great asset.
     
  30. jessejarvis

    jessejarvis

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    Cool I'll take a look at that. I'm not worried too much about the tools yet because I'm patient when it comes to game development (well when it comes to assets like character models). What I mean by that is it's not like I need them right now and it's going to take a long time to eventually make my game anyways. Oh and I'm a hobbyist.

    Eventually they plan on allowing all Daz3D products to work with this, including the artists, so than in itself is amazing, just a matter of when. I mean allowing cinema-quality assets to be converted for games is a huge but worth-it undertaking.
     
  31. rapidrunner

    rapidrunner

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    If you are not in immediate need; then it is not really an issue :)

    Did they mention that they will make D3D products available for MCS? You can do this already without MCS; all that you need is poser game developer edition/ Daz Studio, and the gaming license for the products that you need. There are a ton of videos online that show the process from start to end in Unity.

    They may convert some DAZ stuff, but I see issues in that: DAZ per se does not produce everything; I believe their products are less than half of what you see on their store.

    The rest is made by independent artists; which would require a hefty fee to change the licensing of a product from "render images or animations" to "realtime product". I did inquire 5 years ago about the whole process; and there were so many problems due to legal aspects and licensing, that they had to strike a deal with each artist for their product...which is why you see a different game license for various vendors on D3D. If you want just one piece from vendor A or B, you need the whole package, which is not cheap.

    That's why I saw MCS as saving grace, so I buy only what I need, and rely on it. But then the releases are very slow and diluted, and this stopped me from using it in my current project.

    Depending from your project; there are different solutions for AAA quality characters; it all depends from how big is your wallet, how long can you wait and what is your technical level/proficiency :)
     
  32. Acissathar

    Acissathar

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    Hopefully we will be seeing the tool in a few weeks time (even better would be a few days). This will likely be the make or break point for Morph3D for my current project so I'm hopeful they can make their estimate.
     
  33. EDarkness

    EDarkness

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    Hey guys, I'm having a pretty serious problem with Morph3D and I'm hoping someone here can help, or point me in the right direction for getting it fixed. I've contacted Morph3D and put in a support ticket, but after many weeks of back and forth they just haven't been helpful at all. The main reason there being that they seems to have some support people handling tickets who don't know how it all works, so they have to pass information on to devs who don't seem to be getting the whole story and it's just dragging this process on longer than it really needs to be. I'm hoping that the community can do a better job of sorting this out compared to Morph3D themselves.

    The issue is that the clothes on my characters all show as white when I run the game. They looks basically fine in the editor (sometimes they're black...sometimes they're not), but when I hit play they show as white. I've included a screenshot below showing the issue.

    I've tried many, many things to get this to work. I even started a whole new project and with Morph3D being the only asset it was still doing the same thing. I'm not sure if it's Unity 5.2.3 or if it's the Mac version, but it definitely isn't working as it should. I've followed the instructions in the readme file that comes with Morph3D and it doesn't help. Also, when trying to update, instead of updating the files, it simply makes copies of every file, effectively doubling the size of the asset. It's really frustrating.

    I was under the impression that it was their shader which was causing the problem, so I created new materials for all of the clothing and used the standard Unity shader. I was unable to use normal maps since doing so would cause the clothes to show black in the editor and wouldn't fix the problem. I could at least get certain pieces to show (like the vest and gloves) by just using the basic Unity shader. However, the same method wouldn't allow the pants and shirt to show. Though, it did for a little while, but broke again yesterday.

    At this point, I've tried the Morph3D shaders and materials, my own materials, and combinations of the two. Nothing has been able to fix this.

    What makes it all worse is that the skin still bleeds through the clothes. Might be time for look for an alternative system, but I REALLY like the look and flexibility of Morph3D and I'd like to get it working.
     

    Attached Files:

  34. hopeful

    hopeful

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    @EDarkness - I was reading earlier today in the EasyRoads thread that normal maps showing black can mean there is a problem with tangent info, and this needs to be recalculated. Not sure why you would have this problem, but maybe there's a clue there ... or not. ;)
     
  35. celebrus

    celebrus

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    If you are trying to use this in Unity 5.4 Beta (Step 1 can also be used in 5.3) and having shader issues, mine were solved using the following steps:

    1) Download the following asset: The Blacksmith: Unique Character Shadows
    1a) Only import the UniqueShadow folder
    1b) Move the folder to \Assets\MORPH3D\Vendor\Unity\Shaders

    2) change the following code (\Assets\MORPH3D\Vendor\Unity\Shaders\Hair\Hair_setup.cginc Line 124)
    Code (CSharp):
    1.  
    2. Unity_GlossyEnvironment (UNITY_PASS_TEXCUBE(unity_SpecCube1), unity_SpecCube1_HDR, reflectVector, _KKReflectionSmoothness),
    3.  
    4. to
    5.  
    6. Unity_GlossyEnvironment (UNITY_PASS_TEXCUBE_SAMPLER(unity_SpecCube1,unity_SpecCube0), unity_SpecCube1_HDR, reflectVector, _KKReflectionSmoothness),
    7.  
    *NOTE:* Works in Editor but builds still have pink hair.
     
    Last edited: Jun 1, 2016
  36. Deadlyapples

    Deadlyapples

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    So is adding / creating content for the MCS possible? Because I love the male and female MSC's but want more rugged and old fashion clothes and pieces and will make them myself but I am just not sure how that works with the all the morph targets and such. Just trying to find out what I can before I make the purchases! :)
     
  37. umutozkan

    umutozkan

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    It's supposedly possible but needs much work. They are working on artist tools for that purpose. It is said to be released in June as beta. But it was targeted for Q1 2016 initially so delays are possible.
     
  38. EDarkness

    EDarkness

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    Yeah, I read about that somewhere. I basically dismissed it since I didn't include the normal maps in the new materials I've been using. I'll look into it in more detail, though. I guess no one else is having this problem?
     
  39. Defero

    Defero

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    Since the pink hair problem is talked through the whole thread, is it going to be solved?

    'UNITY_SETUP_BRDF_INPUT' already defined at Assets/MORPH3D/Vendor/Unity/Shaders/Hair/Hair_setup.cginc(5) (on gles)
    undeclared identifier 'UnityDecodeCubeShadowDepth' at UnityShadowLibrary.cginc(97) (on gles3)
     
  40. Udin89

    Udin89

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    Hello, I interested in your product. But how many poly and verts they have? And can I make the character with a sharp jaw like Noctis in FF XV or Lightning in FF XIII so they have a little anime character feel?

    Thanks in advanced
     
  41. celebrus

    celebrus

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    The base character (male but female is similar) has 6 lods.

    Lod0 2.1k verts, 40k tris
    to
    Lod5 1.4k verts, 2k tris

    hair/eyes/clothes is extra.

    There are a few jaw morphs but I am not aware of any morph that allows you to adjust the jaw to that degree. They should be coming out with artist tools very soon (beta) but I do not know if it will allow you to create additional morphs.
     
  42. errandfox

    errandfox

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    Can confirm that works fine, the one tick in any platform - for the import dll def change it to 'editor'. thanks for that!
     
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  43. Wulfklaue

    Wulfklaue

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    Anybody else notice a problem between the morph3d male and Mixamo animations. The moment a character moves in-game ( and is using mixamo ) there character animation, the mouth opens. It seems that Mixamo skeleton has no Jaw bone ( to by default close ).

    Anybody have a good solution to solve this? Beyond adding a jaw bone? *lol*
     
    OG_Jacob likes this.
  44. celebrus

    celebrus

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    I just remove the jaw bone from the MCSMale/Female avatar. Obviously if some of your animations need it, it won't work, otherwise it is easy to do. The phonemes are blendshape based so they will still work.
     
    Wulfklaue likes this.
  45. Wulfklaue

    Wulfklaue

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    Thanks, that did the trick. Tried yesterday to remove the jaw from the in-game prefab and lets say we had a interesting monster look with the blend stuck on the floor *haha*
     
  46. Shadex

    Shadex

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    So anyone having a problem equipping content pack's after you sculpted the character? I'm having a problem with that. I added the wood elf content pack, sculpted an orc, and then bought the knights of the wolf pack, tried to add that to the content pack, and though it showed up in content packs it does not show up in clothing, nor did it seem to show up in the hierarchy. It just had the base file with no children thus nothing to enable or disable. It also became impossible to remove after that.

    Also has anyone seen anyone from morph3d on this forum in the last month?
     
  47. ramandesingh88

    ramandesingh88

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    hello,the package was awesome,actually I want to refresh the inspector to do any changes through the character editor script.Is it possible to refresh the inspector through script?I used repaint but its doesn't reflect the changes I made.
    But when I click on the game object it changes.
     
  48. celebrus

    celebrus

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    Have you followed the tutorial by @umutozkan ? It is a little older but it is still helpful, It helped me get my start.

    http://www.o3n.org/morph-3d-tutorial/
     
    Last edited: Jun 8, 2016
    ramandesingh88 likes this.
  49. umutozkan

    umutozkan

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    Hey guys artist tools beta is out! check out https://www.morph3d.com/beta/index/index/

    ...downloading now

    Edit: Hmm.. there is the artist toolkit (base models) and a beta version of code and content but the tool itself is not out yet it seems...
     
    Last edited: Jun 9, 2016
    nickyoso1, celebrus and hopeful like this.
  50. Darkworth

    Darkworth

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