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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. Nyxeka

    Nyxeka

    Joined:
    Aug 24, 2015
    Posts:
    20
    Hey Morph,
    1. Any progress on a new update for this plugin in unity?

    2. Also, any chance of a more minimalistic implimentation of the MCS system? Would really like it if I could just have the character up with it's various LOD's minus the bazillion other components and such.

    3. Any update on that memory leak with recalculating bounds frequency?

    4. Creating new morphs/custom character morphs and skeleton changes - is that something that you guys are going to keep behind compiled DLL's, or is that a process you guys might be enabling in the future? I'm still considering whether or not I should use the "hack" provided with the way you guys store the morphs as vertex deltas and such... Would be really nice if there was a tool to do this, as there are a ton of potential missing morphs that I'd like to see on these characters

    5. baking out the character mesh/optimizing hidden geometry: Is there a documented way to do this yet?

    6. Instantiating a new character during runtime from a prefab - is this going to be possible in the future? Right now I spawn a character and it ends up horribly deformed and such. I'm guessing this has something to do with how the morpher generates the vertex changes in real-time. I suspect I'll have to instantiate a new M3D character and then re-apply the slider changes in real-time as well, if that doesn't end up happening?

    https://streamable.com/d9cef - fantastic world is makin some progress^^

    It's been a while, I hope you guys are keepin on and having a good time :)
     
    Last edited: Jan 14, 2018
  2. pegassy

    pegassy

    Joined:
    Sep 28, 2017
    Posts:
    49
    Hello,

    I have spent quite a bit of time on a MCS Male character, and would like to find an easy way to implement the same properties on the female character. Trying to attach all codes and changes to the female version takes very long. Is there a shortcut way to change the male to female in the scene?

    Thank you.
     
  3. Shawn67

    Shawn67

    Joined:
    Jan 2, 2014
    Posts:
    2,196
    Speaking of updates, I was on the site a couple of days ago and I'm still not seeing a way for us to download purchases we made from the Morph3D web store when it was online. Any idea when we will have the ability to access our purchases again?
     
  4. hopeful

    hopeful

    Joined:
    Nov 20, 2013
    Posts:
    4,873
    Go to the Support area of the site.
     
  5. Shawn67

    Shawn67

    Joined:
    Jan 2, 2014
    Posts:
    2,196
    lol... I swear I looked all over the site.. Honest!!! lol... *hangs head in shame* Thanks @hopeful.. heheh
     
    Chris_Morph3D and hopeful like this.
  6. jjanzer_tafi

    jjanzer_tafi

    Joined:
    Mar 4, 2017
    Posts:
    472
    Not currently, as far as the system is concerned they are completely different bases.
     
  7. jjanzer_tafi

    jjanzer_tafi

    Joined:
    Mar 4, 2017
    Posts:
    472
    1.We have an internal release for the next minor release that has a few fixes in it. If you'd like I can release it here before we update the store sometime in the next two weeks.

    2. Not currently, we're working on another project that might be more inline with this idea though.

    3. I'll be testing a fix for this next week, it will only not-leak on newer versions of unity (iirc 5.4+), which means we'll may either raise the minimum version of unity requirements or support a dual release (one for older versions).

    4. There is a small chance we'd release some of the authoring tools for this but they'd have to have the time committed for a public release and presently we don't have that time. So for the foreseeable future it's not something we're likely to release/support.

    5. No, right now we only demo'd this with our other project Ready Room.

    6. Try forcing a sync of the morphs by removing a morph and adding it back in, it's possible this will fix it.
     
  8. edub101

    edub101

    Joined:
    Jul 16, 2015
    Posts:
    19
    Hello. I'm getting a console notice saying "Unable to Recover instanced material, using original mat instead: HeadLOD0 slot 2 i: 2" when dragging a prefab into a scene. I took a default MCS male figure, morphed it to look alien, and tinted the default shader green. I dragged that character into the project panel to make a prefab. Then when I drag the prefab into a scene, it resets to the original untinted shader. I tried both using the default shader, and copying the material and assigning the copied, tinted material to the mesh separately. My question: how to make a prefab with MCS that keeps the modified shader?
    -Thanks!
     
  9. jjanzer_tafi

    jjanzer_tafi

    Joined:
    Mar 4, 2017
    Posts:
    472
    We were having trouble getting materials to serialize properly when using prefabs. For the time being, until it's fixed, I'd recommend loading materials after you load the prefab and replace them yourself via scripting. It's an issue we've tried to resolve in the past but had a hard time with due to the serialization handling in Unity.
     
  10. edub101

    edub101

    Joined:
    Jul 16, 2015
    Posts:
    19
    Thanks. Unfortunately, I was trying to use a feature of another product (ORK Framework) that allows the use of a prefab as a character's portrait. So the prefab would show the pink "missing texture" appearance. But I will await the fix. But now I am getting another series of errors (several hundred) when loading the project:
    Array index (0) is out of bounds (size=0)
    UnityEngine.SkinnedMeshRenderer:SetBlendShapeWeight(Int32, Single).
    I'm a novice, so I don't really know what is causing that.
     
  11. jackcrosa

    jackcrosa

    Joined:
    Oct 16, 2012
    Posts:
    6
    I get this weird error UnityException : Unable to find a free layer texture combination
    MORPH3D.UTILITIES.TextureUtilities.OverlayArrayOfTexturesGPU
    create a parent new game object and a child camera
     
  12. IndieFist

    IndieFist

    Joined:
    Jul 18, 2013
    Posts:
    310
    Hi! i cannot build with net as scripting backend, only with il2cpp.
    I get this error:
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--ignore=System.IConvertible,mscorlib.
    Error: type `System.Runtime.Serialization.SerializationBinder` doesn't exist in target framework. It is referenced from MCS_Utilities.dll at MORPH3D.FOUNDATIONS.CurrentAssemblyDeserializationBinderLegacy.
    Error: method `System.Reflection.Assembly System.Reflection.Assembly:<message truncated>
     
  13. jjanzer_tafi

    jjanzer_tafi

    Joined:
    Mar 4, 2017
    Posts:
    472
    Can you pm me the full editor log file? You may be able to fix this by deleting a morph and adding it back in.
     
  14. jjanzer_tafi

    jjanzer_tafi

    Joined:
    Mar 4, 2017
    Posts:
    472
    When generating textures for alpha injection we need to use a free layer, are you using all 32 layers?
     
  15. jjanzer_tafi

    jjanzer_tafi

    Joined:
    Mar 4, 2017
    Posts:
    472
    Are you targetting windows universal?
     
    IndieFist likes this.
  16. IndieFist

    IndieFist

    Joined:
    Jul 18, 2013
    Posts:
    310
    My setup is for Windows Store. Universal 10.
    UWP Build Type XAML.
    When i use IL2CPP as scripting backend without problems, but whit NET i get those errors.
    Kind regars,
     
  17. jjanzer_tafi

    jjanzer_tafi

    Joined:
    Mar 4, 2017
    Posts:
    472
    Unfortunately our current build isn't officially supported on UWP w/o using il2cpp. It would require us to do a fairly large overhaul to how a lot of our core loading works which is fairly low on the priority list at the moment.
     
  18. toto2003

    toto2003

    Joined:
    Sep 22, 2010
    Posts:
    502
    Hi JJanzer, i wonder if it wrinkle map is on the roadmap, that would be a wonderfull add, check out the blacksmith demo wrinkle map by exemple.

    cheers
     
  19. Cubexs

    Cubexs

    Joined:
    Feb 1, 2018
    Posts:
    1
    Hello,

    I have some Problems with the MCS Female Asset.
    If I import this Asset I get the Alert, to install a newer Version (1.6) after the Installation, I get this error.

    I am using Unity 2017.2.0.f3, the error still appears in Unity 2017.3.0

    What can I do?
     

    Attached Files:

  20. jjanzer_tafi

    jjanzer_tafi

    Joined:
    Mar 4, 2017
    Posts:
    472
    Not currently no, we did do a demo with this internally though so it's not too difficult to do. I just created a custom shader that drove a normal map that had the wrinkles baked in and linked it to the morphing.

    Our current shader the morph skin shader uses the original volund stuff, so it would be possible to do this using that route.
     
    toto2003 likes this.
  21. jjanzer_tafi

    jjanzer_tafi

    Joined:
    Mar 4, 2017
    Posts:
    472
    You can delete the MorphDebugInfo.cs it's referring to, it's just for sending us logging info when you run it. I'll make sure to get the file updated for the next release though.
     
    toto2003 likes this.
  22. HonorableDaniel

    HonorableDaniel

    Joined:
    Feb 28, 2007
    Posts:
    2,810
    I have tried to import some clothes, and went through the Morph Artist tools workflow. I have a few thoughts on it:
    1) I got an error upon importing my custom clothes from Morph Artist Tools (please see below). I have not yet been able to apply my custom clothes onto the Morph base character. I dragged the Exports folder into my Unity project on my Mac.
    2) Is it possible to get a version of Morph Artist tools for macOS?

    Code (csharp):
    1. IndexOutOfRangeException: Array index is out of range.
    2. M3DIMPORT.ImportUtilities.RemapMorphsIfRequired (UnityEngine.GameObject go)
    3. M3DIMPORT.DarwinPrototypeImporter.OnPostprocessAllAssets (System.String[] importedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromAssetPaths)
    4. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
    5. Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    6. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
    7. System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
    8. UnityEditor.AssetPostprocessingInternal.PostprocessAllAssets (System.String[] importedAssets, System.String[] addedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromPathAssets) (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssetPostprocessor.cs:27)
    9.  
     
  23. jjanzer_tafi

    jjanzer_tafi

    Joined:
    Mar 4, 2017
    Posts:
    472
    Unfortunately, we don't currently have plans on supporting/adding osx for AT at this time.

    Regarding the error, have you changed any import settings for the figures or clothing? Are you importing on mac,win, or linux?
     
  24. HonorableDaniel

    HonorableDaniel

    Joined:
    Feb 28, 2007
    Posts:
    2,810
    We're importing on macOS. We have not changed any import settings.
     
  25. Censureret

    Censureret

    Joined:
    Jan 3, 2017
    Posts:
    214
    Hello.

    Can anyone tell me how I with code can enable/disable content packs doing runtime or instantiation?

    I can't seem to find any official documentation on the subject!
     
  26. Xype

    Xype

    Joined:
    Apr 10, 2017
    Posts:
    339
    Man it is so sad. All I hear is Xype you were right 6 months ago when they asked for feedback and you said they were dumping this project for their vr thing. Such a waste, This entire page all that guy has said is no we arent doiong anything for you our customer. well enjoy my wasted money.
     
    Jyrry likes this.
  27. toto2003

    toto2003

    Joined:
    Sep 22, 2010
    Posts:
    502
    thanks for your reply, also i didn t manage to make the bud bigger and the weist larger on the free female model, is there a morph target for this?

    cheers
     
  28. Carterryan1990

    Carterryan1990

    Joined:
    Dec 29, 2016
    Posts:
    76
    Your system is really starting to grow on me XD Is there a way to customize the skins? I would like to add more details to the face, body. skin abnormalities etc...
     
  29. zeb33

    zeb33

    Joined:
    Nov 17, 2014
    Posts:
    91
    Not sure what has changed but clothes on my models has started to develop holes. Is there a quick fix for this?
     

    Attached Files:

  30. AR_Rizvi

    AR_Rizvi

    Joined:
    Aug 12, 2013
    Posts:
    40
    MCS female lod system is not working kindly some one can guide me through on how to get it working
    because only lod 0 is always on other then that every lod has skinned Render turned off
     
  31. Jon_T

    Jon_T

    Joined:
    Jul 20, 2014
    Posts:
    4
    I've ran quite a few items through the Artists Tools and never seen that error, However you mentioned above that you dragged the exports folder into your Unity project. Just drag the '.mr' file contained in the exports folder into unity, MCS will generate prefab/s and pack .morph files into .mr files and place them into streamingassets.

    Edit:-I've found AT to be quite reliable once you've found the work flow, the only issue I have with exports is it doesn't write out normals so you get an import warning for each LOD of each model. (Also could do with a few more templates ie:- cloak, robes or full length dresses, hats, hair etc)
     
  32. HonorableDaniel

    HonorableDaniel

    Joined:
    Feb 28, 2007
    Posts:
    2,810
    That’s good to know. What version of Morph are you on?
     
  33. Jon_T

    Jon_T

    Joined:
    Jul 20, 2014
    Posts:
    4
    Artist Tools 1.0.3
    MCS 1.6.5 for the M3D_DLL & MCS_Utilities
    but reverted to 1.6.4 on the M3DIMPORT_DLL (Had issues with 1.6.5 not packing the .morph files into .mr files)
     
    HonorableDaniel likes this.
  34. ogtracy

    ogtracy

    Joined:
    Sep 27, 2016
    Posts:
    22
    Are we ever going to get medieval clothing for women? It's one of the things holding up my game. I just need peasants and noblewomen. I'd try to make some myself, but I'm no artist.
     
  35. SiBlack

    SiBlack

    Joined:
    Jun 12, 2013
    Posts:
    22
    Just to highlight this bug and request a fix. It's the only thing blocking this excellent tool from being production ready.
     
    Jon_T likes this.
  36. HonorableDaniel

    HonorableDaniel

    Joined:
    Feb 28, 2007
    Posts:
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    Can you clarify the normals issue? I have imported the mesh and it seems to be okay.
     
  37. SiBlack

    SiBlack

    Joined:
    Jun 12, 2013
    Posts:
    22
    When you export a mesh from Artist tools it loses the normal smoothing it had when imported. It does seem to be exporting some kind of smoothing but it doesn't really matter as when importing that mesh into Unity, it thinks that the mesh has no normal smoothing and applies its own smoothing, which defaults to 60 degrees. (This is called out in the console 'Mesh has no normals. Reapplying blah blah')
    .
    So, if your mesh happens to A) Have its tris within 60 degrees, and/or B) not have any user defined hard edges less than 60 degrees, then your mesh will be fine.
    If you have user defined hard edges or used smoothing on tris over 60 degrees, it will look sucky.
    YMMV on how much this affects your project. Normal maps, for example, can mitigate.
    I'm using a cell shader on characters so it's super obvious when a cloth fold has a couple of hard edges.

    For now the only recourse is to add polys to smooth your mesh and detach polys where you'd want a hard edge, or if you want all your smoothing to come from normal maps, you can download the Defaulter asset for free from the asset store and change the default import smoothing to 89 degrees for the directories you're importing your meshes from.
     
    Last edited: Feb 11, 2018
    HonorableDaniel likes this.
  38. EDarkness

    EDarkness

    Joined:
    Feb 1, 2013
    Posts:
    373
    Is Morph3D going to be updated anytime soon? I haven't seen an update on the Unity Asset Store in a long time.
     
  39. hopeful

    hopeful

    Joined:
    Nov 20, 2013
    Posts:
    4,873
    Yes, I'd think there'd have been a deposit of new character art in the store by now.
     
  40. jjanzer_tafi

    jjanzer_tafi

    Joined:
    Mar 4, 2017
    Posts:
    472
    Sorry for the slow response, we've been slammed with other projects.

    You'll need a copy of the 1.6.5 as there is a bug with AT generated content in 1.6.4-, send me a pm and I'll get you an early copy.
     
  41. jjanzer_tafi

    jjanzer_tafi

    Joined:
    Mar 4, 2017
    Posts:
    472
    There is a difference between showing/hiding and adding/removing.

    For showing/hiding (which is what I assume you want?) the simplest way is something like this:

    Code (CSharp):
    1. bool enabled = false;
    2. characterManager.SetClothing("THECLOTHID", enabled);
    You can get the ids from the characterManager.GetAllClothing() call which returns CIclothing components.
     
  42. jjanzer_tafi

    jjanzer_tafi

    Joined:
    Mar 4, 2017
    Posts:
    472
    Sorry I'm not sure what you're asking here.
     
  43. jjanzer_tafi

    jjanzer_tafi

    Joined:
    Mar 4, 2017
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    Not currently in any easy fashion, unfortunately. If you look back in the previous forum posts you can find some free texture packs I put up.
     
  44. jjanzer_tafi

    jjanzer_tafi

    Joined:
    Mar 4, 2017
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    472
    Make sure you have rendering mode: Cutout in the material for the skin.
     
  45. jjanzer_tafi

    jjanzer_tafi

    Joined:
    Mar 4, 2017
    Posts:
    472
    The lod system isn't tied into Unitys, you'll need to set the lods manually yourself or write some code to link their lods to ours. Check the m3dcharactermanager component for the scale.
     
  46. jjanzer_tafi

    jjanzer_tafi

    Joined:
    Mar 4, 2017
    Posts:
    472
    Thanks for the info, I'll add this to the list of things to check out.
     
  47. jjanzer_tafi

    jjanzer_tafi

    Joined:
    Mar 4, 2017
    Posts:
    472
    If you're referring to the core code, I'm planning on releasing 1.6.5 pretty soon. We're really tied up on several other projects at the moment which is why things are a bit slow lately.
     
  48. HonorableDaniel

    HonorableDaniel

    Joined:
    Feb 28, 2007
    Posts:
    2,810
    I got a copy of 1.6.5 from email support, everything's working fine now. Thanks!
     
    hopeful likes this.
  49. jonjojo

    jonjojo

    Joined:
    Jul 29, 2014
    Posts:
    10
    I've searched the hell out of this but currently i have some code that downloads an assetbundle containing a piece of clothing, e.g. a blazer from one of the asset store packs. I then load the asset, create a content pack out of it and add it to the MCS model, works fine but i don't get access to the preconfigured materials for the different variations so i can't change the textures.

    Is there another way of loading a content pack in code from a file or assetbundle that keeps this info?

    here's a little snippet of the code:

    Code (CSharp):
    1. GameObject go = bundle.LoadAsset<GameObject>("pLaid Back Top");
    2.  
    3. if(cp != null) charManager.RemoveContentPack(cp);
    4.  
    5. MORPH3D.COSTUMING.CIclothing clothing = go.GetComponent<MORPH3D.COSTUMING.CIclothing>() as MORPH3D.COSTUMING.CIclothing;
    6.  
    7. cp = new ContentPack(clothing.gameObject, false);
    8.  
    9. charManager.AddContentPack(cp);
    10.  
    11. bundle.Unload(false);
     
  50. jjanzer_tafi

    jjanzer_tafi

    Joined:
    Mar 4, 2017
    Posts:
    472
    The other materials/textures are "dumb" so to speak, our system isn't aware of them at all outside of one exception. If you're on the CIClothing component I made the editor panel become aware of these other materials by scanning your project for them. The way I'd resolve this is to create a bundle or resource that has those mats and then swap them in after you load the Content Pack.
     
    XCO likes this.