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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. EDarkness

    EDarkness

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    The Artist Tools are available and maybe you can use that to make beards. It's something I've wanted them to add from the beginning. Having a dwarf with no beard is just wrong. Heh, heh. After I solved a few of the issues with the current release, the plan is to look at what is needed to add beards and facial hair. Maybe we can start some dialogs on how to do things like that here.
     
  2. edub101

    edub101

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    If I think of a way, I'll certainly post a solution. Another problem I have that maybe you could help with? Whenever I load an outfit, the LODs of the various parts of the outfit are messed up, where some of them vanish at odd times (leaving the see-through mask beneath it active) as the camera pulls away. Nobody else mentions this, so I assume its me. Do you know what I'm doing wrong?
     
  3. ceebeee

    ceebeee

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    This commit is the one specifically about material persistence: https://github.com/volfin/mcs/commit/379d119150eb8557d23b010138c126735ed9d8f6

    I tried to isolate my commits. Doing those changes should work for 5 if done alone. Though where I change from TextureImporterType.Bump to TextureImporterType.NormalMap might be a 2017+ thing, I really don't remember. if it complains about TextureImporterType.NormalMap, the stick with TextureImporterType.Bump.
     
  4. ceebeee

    ceebeee

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    just overwrite the files in your project with the files from the git. it really should be that easy. Note though, there's a small chance that the scripts rebuilding could break existing characters and cause you the need to rebuild them. The system can be touchy. so always back up before doing something like this, unless you're prepared to do that.

    and to be clear how you use this:


    it adds 3 material slots on the C Ibody script that you plug in your custom character materials. This way it knows what to use and doesn't keep changing back to the defaults all the time.
     
    Last edited: Dec 5, 2019
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  5. EDarkness

    EDarkness

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    @ceebeee I finally got this setup in Visual Studio and have it connected to the Git repository. This is my first time using Git as I usually use Perforce. It's a good learning experience, so I decided to continue on with this. What's the best way to test this in an actual project? Just copy the files over to the project? Since the DLL files haven't been built, I wonder if that will get in the way.

    I already made a fork for the work I'm gonna do on this, but I've never really made a Unity asset to pass on to others so I'm kinda winging it. Any assistance you can provide in getting this done would be great. Once I get it this setup, then I'm gonna do some general updates to it so that everyone should be able to just use it without any trouble on versions not 2019.
     
    Last edited: Dec 9, 2019
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  6. ceebeee

    ceebeee

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    It depends how you use it. If you use it as a DLL, then just copy the modified *.cs files to your project (or modify those files with the changes) and build. If you run it as source and let Unity build it, then you'd copy the source files to your unity project and overwrite the *.cs files there (or modify the source files there). In short, wherever the original *.cs files are in your setup, modify those.
     
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  7. JBR-games

    JBR-games

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    Hey everyone i wanted to add something i found out today.
    I took a MCS character in Unity 5.6 used Meshbaker on it and then saved that mesh and prefab and moved it to Unity 2019.2 and it worked with a handful of my selected blendshapes.
     
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  8. EDarkness

    EDarkness

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    If I remember correctly, to avoid any troubles it's best to use the DLL build. Just copying the files into my project is simple, though. I'll start working on it next week. Looking forward to getting this working.

    I looked over your additions to the injector script. Any particular reason you did it the way you did? I assume that there's something that forces the scripts to switch back to the default textures. I figured this was something forced through the material shader, but I may have been wrong about that.
     
  9. ceebeee

    ceebeee

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    I just copied the changes MCS made in their build to fix the issue. All I know is it works. :)
     
  10. EDarkness

    EDarkness

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    Ha, ha! I suppose that works. I'll check it against my own build as well.

    One thing I'm definitely going to do with my build is to condense the number of update functions across the whole project. It'll have one update point for each character to make it more controllable and easier to manage across a game. I'd like to make it so that a user can call specific updates whenever they want, or they can just update the whole model automatically. That's something I'll work on down the line.

    My goal with this is to make the whole thing stable, lean, and something that works across the board. I'll look into the Unity 2019 issue and if you guys want to throw some ideas around to fix this, then I'll take suggestions. Updating each model would be hard to do and I'm not sure if I personally want to take on that task. Maybe we can look more closely into what @JBR-games was talking about as it might be able to solve that issue.

    Another thing I'd like to look more closely at is how clothes/accessories/facial hair are converted from Daz 3D into the old Morph3D. I don't think this whole system can work unless it can be expanded on going forward. That means adding more things available for people to use with their characters. The one thing I REALLY want to get working is facial hair and possible cloth/hair physics. I'm gonna start with facial hair. Daz has models with facial hair, so it would be simpler to just be able to bring that into the system as a whole or find out what's needed to make this available for each model.

    Finally, another long term goal I have is to make clothes useable on both male and female models. So if you want to put a dress on the male model, you'll be able to and vice versa. In order for this kinda system to work long term, it needs to have this kind of flexibility. On top of that, it means more clothing options for all of your characters.

    I've only looked at the code on the surface, and I'm not sure how much work each one of these things is gonna take. If anyone has any suggestions, post them here. This is hobby work for me, but after looking at my other modeling options, adjusting Morph seems like a better use of time than learning a new system and all of that. If I can save others the trouble we early adopters got with the way this whole thing was handled from the beginning, that would be great. :)
     
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  11. JBR-games

    JBR-games

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    I believe MeshBaker has full source code, but with that said I believe it makes a new mesh and takes the existing blend shapes and adds them to the model. it no longer uses/needs MCS code .New code would still be needed to interact with morphing between the different pieces and I'm unsure how many blend shapes can be kept. I was originally using it to bake the model and cloths down to 1or2 materials and meshes for performance. But at minimum one can bring their models into Unity2019 + with at least some blend shapes usage.
     
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  12. BernieRoehl

    BernieRoehl

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    I've run into a problem with the open-source version of MCS from github (MCS-1_7-CodeAndShaders.unitypackage and MCS-1_7-Female.unitypackage).

    Most things work, except the morph targets. They don't do anything like they're supposed to, and most don't seem to do anything at all.

    For example, here she should be showing a mixture of fear and confusion, but I see... nothing.

    upload_2019-12-13_11-4-37.png

    Am I missing something?
     
  13. ceebeee

    ceebeee

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    As outlined a couple pages back, there were changes made in unity 2019 that break the system. it really only works for 2018 and below. However someone came up with a partial fix a few posts back.
     
  14. BernieRoehl

    BernieRoehl

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    Thanks, I'll look back through the discussions.
     
  15. Ludiq

    Ludiq

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    Back to this thread after a break, here's the current status as far as I understand:
    For these two reasons I'm tempted to say that despite the honest and generous efforts from Tafi to open source this asset, it's effectively impossible to use it in production at all. Which is really disappointing because they'd be two relatively easy fixes on Tafi's end.

    Our team would really appreciate a status update / ETA on these issues. If they're never going to get fixed, please let us know so we can confidently start looking at other solutions.
     
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  16. FS9606

    FS9606

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    This is huge. We will be looking into this over the holiday .
     
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  17. EDarkness

    EDarkness

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    So I've been working on making adjustments to the Morph system, but I've run into a couple of problems that I hope someone can help me with. I have been working on this in Visual Studio on my Mac, but for some reason I can't get it to build. Apparently there are some issues with the Unity DLLs. Anyone have some ideas on another way to compile this, or would it be a good idea to just do the whole thing in a Unity project?

    I want to put out a build next week, so I want to get this fixed. @jjanzer_tafi, any suggestions?
     
  18. HonorableDaniel

    HonorableDaniel

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    The more specifics you can provide the more likely we will be able to help you (error messages, screenshots, etc.).
     
  19. Magasenakwa

    Magasenakwa

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    Personally, I've moved on from this. I was using this with LipSync Pro but then found that I could create a custom character in Fuse and take all the current lipsync info over to it with no fuss.

    then, of course, there is Tafi... Not the same as this but still, the demo is up and running and their custom characters are already available in one application and they do say you can request the SDK if you tell them about your project so why not just get the Tafi SDK and use the custom character kit they are making now?

    In my case, I uninstalled it because the cartoony look of the characters and the fact that they mostly all looked basically the same (just different textures on different places) and the clipping of the clothes through one another was terrible... but mostly that cartoony look they force upon me 9no realistic and no anime, just cartoony), that made me ultimately uninstall the demo...

    But still, it works, they are working on it and the SDK is available to request if you have signed up for the beta so why still struggle with this abandonware?
     
  20. EDarkness

    EDarkness

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    The main issue is that I have it pretty integrated into my game already. Removing it would be hard and I don't have a good backup that has clothes and stuff. As far as I can tell, Fuse doesn't allow for clothes to change on the fly. With Morph, I can create NPCs on the fly and that makes things a lot easier to deal with and use one model to make characters when I need them. I've been looking at other options and none of them do it as simply as Morph does it. If I was just going with generic characters, then Fuse might be a good way to go. I would imagine that others have the same issue. We just don't have a good solution for this.

    I agree with the pokethrough. It's something I'd like to look over and find a better solution to.

    Not sure about the Tafi thing. Those are the same guys that promised us they'd get Morph into shape and here we are. They shouldn't be trusted. I lost so much time due to waiting on them to fix things or roll out even basic updates.

    Looking over everything, I think it'll just be better to get this working. There are a ton of outfits out there and they can be mixed and matched to make some interesting stuff. Would be great if we could get new outfits made, but being as this is basically DAZ, perhaps we can take some of those clothes and do something with them.

    Perhaps as a community we can turn this into something decent like it should have been in the first place.

    Oh, and I tried out Reallusion stuff and it takes some serious work to get characters looking good. I just didn't like how their editor works. I didn't look into changing the characters on the fly, but just making an orc in their editor was a pain. Maybe it was just me, though.

    Not much to say other than the project does not recognize any of the Unity references. I've linked to UnityEngine.dll for Unity 2017.4, yet it always says it can't find them and errors out. I just loaded the Git project into Visual Studio so nothing special there. Did my updates and wanted to test them out, but when trying to build it won't link to the Unity DLL files.
     
    Last edited: Jan 25, 2020 at 11:07 PM
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