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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. ru_erikvdb

    ru_erikvdb

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    Sure thing, I uploaded them to the texture folder linked in my previous post.
    Edit: ah this ended up on a new page, here's the link so you don't have to click back: https://www.socsci.ru.nl/vr/resources/mcs/textures/
     
    Last edited: Jul 7, 2020
    EDarkness likes this.
  2. EDarkness

    EDarkness

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    Woot! Thanks. Not sure why they didn't include them with the new files, but I'm glad someone had them somewhere. :D
     
  3. BroVodo

    BroVodo

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    EDarkness, ru_erikvdb and others, thanks for the hard work keeping these assets alive.
     
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  4. XCO

    XCO

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    Hey guys, I was thinking about using this in UNTY 2017.4 LTS all the morphs work fine, but I get this error a lot and it game breaking:


    ArgumentException: Blend shape frame weight must be greather than previous frame weight
    MORPH3D.SERVICES.StreamingMorphs.InjectMorphDataIntoSMR (UnityEngine.SkinnedMeshRenderer smr, MCS_Utilities.Morph.MorphData morphData)
    UnityEngine.Debug:LogException(Exception)
    MORPH3D.SERVICES.StreamingMorphs:InjectMorphDataIntoSMR(SkinnedMeshRenderer, MorphData)
    MORPH3D.M3DCharacterManager:ApplyQueuedInjections()
    MORPH3D.M3DCharacterManager:Update()

    Does anyone know what to do about this ?
     
  5. EDarkness

    EDarkness

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    What clothing packs are you using now? Have you upgraded to the new MCS stuff? Have you edited any of the clothing/hair packs at all? @XCO

    EDIT: I do all testing on 2017.4 base. Then test on 2018-2019. I haven't tried 2020 because I don't personally ever jump on the early Unity stuff. The current base MCS should work perfectly fine in Unity 2017.4 (that's what my game uses and uses base MCS).
     
    Last edited: Jul 13, 2020
    XCO and JBR-games like this.
  6. ru_erikvdb

    ru_erikvdb

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    @XCO Are you calling SetBlendshapeValueAsync somewhere? If so try the normal SetBlendshapeValue instead, the asynchronous stuff isn't very well implemented.
    I've never had any issues with the old Morph3D stuff in 2017.4 LTS specifically so it should be perfectly compatible.
     
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  7. XCO

    XCO

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    Hey guys I found out that I was calling a reset of these 3 morphs right in the beginning and that was the problem. Sorry I made a fighting game engine and there are million moving parts lol so sometimes I oversee stuff. Sorry guys, thanx for the help :)
     
    EDarkness likes this.
  8. ru_erikvdb

    ru_erikvdb

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    Big update! I have released a new version of my converter tool: https://github.com/erikvdb/mcs-toolkit
    It can now do everything from the editor, so you won't have to drag all items into the scene first in order to extract vertex maps or convert morph files. I've also added some tools to remove morphs and LOD groups from clothing items.

    Included in the release are URP compatible shaders as promised before, as well as the MCS core DLLs I'm using, so you can patch the MCS_Importer if needed (the rest is added just in case, they're pretty much unaltered from the originals).

    Note: unfortunately the converter cannot auto-detect the files @EDarkness published as being 2019 compatible, so be careful not to run the converter on those. Maybe we can work on a solution, but otherwise we are both committed to uploading fixed MR files for all the MCS assets so you won't have to run the converter at all.
     
  9. XCO

    XCO

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    May I ask you guys I dont understand what to do ? Im trying all this stuff out on 2019.3.15f and I dont understand what to do ? When I import the MCS 1.7 code and male file the character doesnt have any of the morphs or even the normal mcs stuff on it ? Im sorry lol I dont even know what Im doing ? is there a simple guide to follow ? Super TY for your hard work!
     
  10. ru_erikvdb

    ru_erikvdb

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    @XCO I can't make it a whole lot simpler than the instructions in the Readme of the mcs-toolkit I linked above. Also check the Troubleshooting section at the bottom for solutions. Otherwise I'll see if I can make a video that goes through all the steps.

    Alternatively, you can grab EDarkness' MCS1.9 package and the updated MR files he uploaded if your clothing is in there, then you won't have to bother manually converting at all.
     
    XCO likes this.
  11. ru_erikvdb

    ru_erikvdb

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    Hi all, I managed to implement a batch process for my conversion tool and so I have converted ALL available MCS content, and uploaded the MR file patches here: https://www.socsci.ru.nl/vr/resources/mcs/patch/2019/

    This means from now on to get things working in Unity 2019 or 2020, you can simply:
    1. Import the original UnityPackage (free assets from MCS github or clothing content from the Daz megapack)
    2. Download and import the corresponding "2019patch" UnityPackage from the link above.
    3. You may need to reboot Unity.
    4. For converting materials to URP or fixing some other minor problems you can still use my MCSToolkit.

    Note: The patches were made through an automated process so there's a chance something went wrong. If you encounter one that's broken let me know.

    Also, there are a few content packages that don't work at all, so they don't have these MR file patches either. They are:
    - AsianHeiress/VogueHeiress (f)
    - ClanRaider(m)
    - ChillHotshot (m)
    - FNomHunt (f)
    - MythbellHeroine (f)
    - SuaveGentleman (m)
    - Any complete creatures like Minotaur, Reptilian, UndeadFiend, etc.
     
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  12. sabers36

    sabers36

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    First off thank you to the folks working on keeping this product alive...


    I had no issues getting the 2019 MCS Male working in 2019.4.4. I was able to set blend shapes via code fine.



    The issue I’m having is getting clothing working that I had created a couple years ago using the Morph3D Artist Tools. They’ve been working fine in the version I’ve been running for a year or so. 2018.1.



    for the life of me...I can’t figure out how to get them to work in 2019. They don’t respond to changing blend shapes.


    I’m about 99% sure it’s something I’m doing wrong on my end. I made sure to copy over the streaming folders from old unity to new. Then copied over the prefab clothing item including materials and .shape file. There’s an MR file in there too.


    In 2018.1, all I need to do is drag the prefab clothing item into the model in hierarchy.


    Currently I’m working with some custom pants. When I enter run mode the pants make the upper legs vanish but don’t scale when blend shapes set. I also get the vertex counts do not match between blendshapes and my custom pants errors.


    any help or suggestions would be appreciated. Thanks
     
  13. EDarkness

    EDarkness

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    @sabers36 You most likely need to convert them using 2018.1 to make the files needed and then apply those files to 2019.4. Which is basically what we've done for all clothing for them to work in 2019.
     
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  14. sabers36

    sabers36

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    Thanks for the quick reply! I believe you are referring to something you posted a page or so back. I saw that, but didn't understand it fully. Let me take another look at your previous post. When I checked in 2018.1 I wasn't initially seeing the export option like in your screenshot. Guessing it's a miss on my end.

    Edit: I believe you mean follow this process below. Which makes sense, however somewhere along the way I started using M3D versus MCS so I get assembly errors when installing MCS toolkit on 2018.1. I'm not entirely sure what the difference is between MCS and M3D, but I also noticed that any of my scripts that referenced M3D attached to the handful of things I've tested in 2019 do not work. I had no problem however, refactoring a couple things to point to MCS in 2019 and change blendshapes by code.

    Morph Converter

    Tools for fixing morph files in 2019. This is a two-step process ... etc:

     
    Last edited: Sep 11, 2020
  15. Everret

    Everret

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    whats up guys! I just scored the mcs bundle from daz studio for only $40. I am having trouble with the cloths wanting to attach to the characters. Is there and older version of unity that works best with mcs? Thanks
     
    hopeful likes this.
  16. EDarkness

    EDarkness

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    Basically, you just need an older version of Unity to do the conversion. The new MCS stuff should work with Unity 2018.1. From there you can convert the clothing to get the first file you'll need. After that, you'll use that same file Unity 2019.4 to do the conversion in order to get the right .mr files. Those .mr files are then installed into the project that needs them. It's better to do this outside of your actual project. I made a dummy project just for converting. This way your main stuff doesn't get messed up.

    As for the difference between MCS and M3D: M3D is the older stuff. Before Tafi stopped working on this, they did one last update and that was to basically get rid of M3D and release the MCS files. This cleaned up a lot of the problems they had with M3D and it's the basis of all of our changes so far. M3D most likely won't work cleanly with 2019. I haven't tried it, honestly, so I'm not sure where it'll mess up. The updated MCS stuff will work with 2019 out of the box. But you'll need to import the .mr files for the clothing to work like normal. That part is easy...unless you made your own clothing, because you'll have to do your conversions yourself.
     
  17. EDarkness

    EDarkness

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    Hey! You'll need to download the updated MCS and then go to this link to find the clothes you want to use and install the files (which allows the clothes to function normally in Unity 2019):

    (clothes)
    https://www.socsci.ru.nl/vr/resources/mcs/patch/2019/

    Install the DLL from here as well get the male and female models. They're already updated for Unity 2019 so you don't need to install anything for them.

    (main files)
    https://github.com/EDarkness/mcs/releases/tag/v1.9.2

    Let me know if you have any problems.
     
  18. hopeful

    hopeful

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    Wow, $40 for the MCS library is an awesome deal.
     
  19. sabers36

    sabers36

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    Thanks for the info on M3D vs MCS. Very helpful. I can refactor my code over to MCS. Not worried about that.

    I am however worried a bit by your last comment about if I made my own clothes I need to do my own conversions. The clothes I need to get working are DAZ3D models that I used the Morph3D Artist Tools to create into working M3D clothes. Is that what you meant by custom clothes? Or should I be able to follow the MCS export / import process? Thank you for the feedback.
     
  20. EDarkness

    EDarkness

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    It depends on how they're setup. If your clothes use .mr files in the Streaming Assets folder, then you should just be able to do the conversion. I usually use Unity 2017.4 to make the conversion files. But you should be able to use 2018.1 as well. So start there. See if your setup has a folder named "Streaming Assets" and if your clothes have files in them. If not, then there will be problems, much like some clothes we have can't be converted since they were done in the old style and we can probably convert them, but we haven't figure out a way to do it yet. However, there are only a couple of outfits like that. Almost everything else has been setup properly so it's only a couple of outfits that we can't use now.
     
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  21. sabers36

    sabers36

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    The Artist Tool exports for my clothing items are strange. They contain both a single .mr file in one folder in addition to a 'morph3d' file for every single possible blendshape in another file. The latter are whats in the streaming assets folder.

    I've been able to successfully create the conversion file in 2017.4, and then in a clean 2019.4.9 I can apply the conversion fix, but I don't think it's actually changing anything. When I enter run mode the pants remain unchanged but actually hide the mcs male body changes. FBMHeavy for example, the body area inside the pants is invisible. I also get the vertex errors.

    On the other hand, a couple tests trying the single .mr file and pointing the run time morph path at it, I no longer get the vertex errors, and the pants actually scale according to the blendshape settings but the pants are all blurry, like what you would see trying to run an unfixed item in 2019. I'm going to try this angle a bit more but I'm feeling like this may sadly be a dead end.

    The reason I had to make the clothing items a couple years ago was that I emailed morph3d support to see if there were any American football uniforms. helmet, shoulder pads, pants, cleats etc and they say no. So I made my own with Daz3d models and the Artist Tools and it was a pain to figure out, but I got it all working at that time.

    If anyone knows of MCS clothing for football that would be great! Otherwise, if I can't get this working in 2019 I'm stuck on 2018.1, and my project is quickly becoming unwieldy as I add more MCS characters to the scene. Loading/Saving/Runmode are taking way too long to effectively continue the project. Whereas testing the project in 2019, it's waaaay faster.
     
  22. EDarkness

    EDarkness

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    You'll need to use 2019 to make the .mr file from the conversion data that you make in 2017.4. Once you make the new .mr file from the conversion data, then copy that file copy it into your project to overwrite the original .mr file in 2019. This way your outfits have the right data in 2019.
     
  23. EDarkness

    EDarkness

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    Screen Shot 2020-09-12 at 4.49.11 PM.png

    In 2019 (if you're using MCS 1.9.2), you should see this. Make sure you install the .covx (or any conversion file) into the Streaming Assets folder of the item you want to convert. Then drag the clothing item into the "MCS Costume CoreMesh" box and then "Convert Vertex Data". This will create a new .mr file. Save the new .mr files somewhere so you can reuse them later. I like to make a .unitypackage out of it so it's an easy thing to install. If you're working in a dummy project, then go back to your original project and install the new .mr files. If everything works, then the clothing should work like it's always done.

    However, I'm just not sure about the clothing made in the editor's tools as that was something I haven't used and have no idea what kind of files it generates.
     
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  24. Everret

    Everret

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    Hey dude thank you so much. The cloths totally attach now and I have more morphs. Thanks so much for this
     
    Last edited: Sep 13, 2020
  25. Everret

    Everret

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    YOU ARE A SAINT
     
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  26. sabers36

    sabers36

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    YES!! YOU ARE AMAZING @EDarkness!!

    Got it working in 2019.4.9 with my custom clothing I made years ago in Artist Tools!! Turned out I was WAAAY off in understanding the conversion process. You last post with the screenshot nudged me over the finish line. Looks awesome in 2019. THANK YOU. I can now move ahead and continue this project, which has been a journey covering the last five years.

    upload_2020-9-13_10-38-50.png
     
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  27. ru_erikvdb

    ru_erikvdb

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    Nice to see custom clothing works! I've never really played around with the artist toolkit so I didn't have anything to test with the conversion tools either. Hopefully if the conversion with Edarkness's MCS1.9 works it will also work with my MCS Toolkit. If someone wants to test or wants to send me a custom item to test, please let me know.

    A few things to pick up on from the conversation above:
    That's normal, many clothing items will apply an alpha map to the body underneath to prevent skin clipping through the fabric.

    That is a great deal! It shows as 40% off at the moment, but it's good to know Daz puts the pack on sale every once in a while, meaning they are still actively supporting it in some way:)
     
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  28. EDarkness

    EDarkness

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    @sabers36 Would you be kind enough to share some insight on making clothing with the Artist Tools? I believe they did release the tool and if it can actually be used to make clothing, this is a HUGE thing to add more outfits. Did you actually use the DAZ3D models as a base? What was the process like?

    Honestly, there are a couple of DAZ outfits I'd like to use in my game and if I could get them converted, then that would be awesome.
     
  29. sabers36

    sabers36

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    Hey, that is correct. I started with several DAZ3D assets to build a football uniform. Helmet, jersey with shoulder pads, the pants pictured above, a towel that can go on a players waist, and cleats.

    I originally did this a few years ago and it was an exercise in extreme frustration made worse by the artist tool being buggy. But, it ultimately worked with one exception. The helmet. In run mode, the MCS faces were screwed up. I think it had something to do with creating the custom item with the helmet face mask intact. Figured I could remove the face mask before running it thru the artist tool, and then trying to attach it might do the trick.

    I am going to try recreating the process to remember the details, but got hung up the past week trying to see if they would work in 2019. Which they do :) I still have all of the original DAZ3D files, and the exports created from the tools so I’m going to go thru the process this week with one of the items to recall how it came together. I’ll take notes and share back later this week. I’m more of a coder than modeler, so others more skilled in modeling may find it less difficult than I. I’m still not even sure how I’m going to render text on the jerseys for player names and number lol.
     
    Last edited: Sep 14, 2020
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  30. EDarkness

    EDarkness

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    Thank you for doing this. At some point I'd like to make a tutorial or video on how to do it. This is something Tafi never did and I think it would have helped a lot if they were just more focused on the user experience and making things easier for people to get into their ecosystem with tools and easy to use models.

    Still, I understand the frustration with using modeling tools. Blender and I have been battling each other for years now it beats me down every time. I give up. Wait a year or so, then pick it up again just to get beat down again. But I'll admit that I'm a programmer, not a modeler. Ha, ha!

    I'm sure there is some way to use a shader to put the name text on the jersey. Much like a decal or something.
     
    Last edited: Sep 14, 2020
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  31. sabers36

    sabers36

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    This right here! Great insight. After reading this, I started thinking perhaps the weird helmet / face mask issues I have been seeing with the custom helmet from Artist Tools was actually the result of an alpha texture export mishap from the Artist Tools. So tonight I removed the alpha layer, ran thru the export / import process again...and voila. Problem solved! I'm going to try a new custom item this week. Probably some socks. I'll document the process. I just remember finishing with the custom clothing a few years ago and telling myself this wasn't something I ever wanted to do again :)

    Some pics of all custom items together using 2019.4.9 (These are all models from DAZ3D originally):
    upload_2020-9-14_21-37-57.png

    upload_2020-9-14_21-41-19.png
     

    Attached Files:

    Last edited: Sep 15, 2020
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  32. sabers36

    sabers36

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    Quick update on custom clothing...So I've spent the last couple days re-familiarizing myself with the custom outfit creation process...It's been frustrating just like it was when I got it working a couple years back. But, I'm making progress. Here is a good video that explains a couple key steps that are needed in the interim, while I continue ironing out the process start to finish.

     
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  33. EDarkness

    EDarkness

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  34. sabers36

    sabers36

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    High-level workflow is as follows:

    1) Load your clothing item in DAZ3D
    2) Export that item to .fbx
    3) Import that .fbx into Blender, along with the base male/female M3D character
    4) Adjust vertices of new clothing item to fit base M3D character
    5) Export only the item as .fbx
    6) Open Artist Tools and import the Blender .fbx as imported geometry.
    7) Follow the steps as seen in the Youtube vid above.
    8) The Artist Tools export process creates several files including a .MR, the new item .fbx, and textures/materials. Simply copy/paste these files into your MCS folder structure in Unity and from there you can drag the prefab into your scene. You will still need to go thru the item upgrade process if you want to use it in 2019.

    I've been able to take a set of socks thru this process, with one issue...the material(s) isn't exporting from Artist tools correctly. Still working on that.
     
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  35. ru_erikvdb

    ru_erikvdb

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    @sabers36 Thanks so much for summarizing, the process always seemed such a hassle to me but listed step by step it sounds pretty doable (still a hassle no doubt :p).
    Do you know if there's any way to skip steps 3-5 and have clothing fit directly from DAZ? The MCS base models are based on Genesis 2 if I'm not mistaken, so I'd kinda expect Daz clothing made for those to fit out of the box.

    I've never worked with Daz studio before, but maybe I'll get some cheap/free clothing from the Daz store and try it out!
     
  36. EDarkness

    EDarkness

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    I used DAZ Studio a long time ago, but haven't in a number of years. Maybe I'll fire it up again and give this process a try.

    @sabers36 Does it matter which Genesis outfit we use, or does it have to be Genesis 2 or 3?
     
    Last edited: Sep 24, 2020
  37. sabers36

    sabers36

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    Hey, you can skip 3-5 as long as you export .fbx from DAZ studio, however none of the clothing items from the football uniform package fit right off the bat. I had to make vertices changes to them similar to the guy in the Youtube video. The first and only time I worked with DAZ studio was purchasing and downloading the football uniform a few years back, only using it to export to .fbx as kind of a proxy. It seems pretty streamlined and straightforward however, and of course the content available is fairly deep.

    @EDarkness, that's a good question. The only DAZ package I've messed with is the football uniform and the extra texture pack. It looks like it was originally released in 2014, however I got it all working with MORPH3D mid 2018 according to the time stamps on my files. When I fired up DAZ earlier this week, everything of course updated since I hadn't used it in a couple years. I'm guessing it isn't causing the issues I'm having with materials/textures not being exported correctly from Artist Tools, but who knows. I'll get it figured out. I may even try creating a 2017 Unity project with the older MORPH3D assets to see if that changes anything. Shouldn't, but that's what I was using at the time I got this whole cluster working in 2018.

    upload_2020-9-24_13-27-7.png

    Edit: I was able to get the materials/textures working, but not how I remember from a couple years ago. I actually ended up copying the materials folder created from the DAZ3D/Blender .fbx extract over to the Unity Asset/MCS/(folder where you placed the items .fbx file) game directory.

    Also...there are several MCS scripts that have to be added in two places on the item once in Unity that are NOT showing up when importing into Unity from Artist Tools. I don't remember having this problem before, but fortunately since I still have all of my working custom clothing items, we can simply add the missing scripts and their settings. I did this today and while it's extra work in Unity, it's a one time thing per clothing item. I will post the scripts, where to add them on the item, and the settings needed this weekend.
     
    Last edited: Sep 25, 2020
  38. EDarkness

    EDarkness

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    @sabers36 That outfit is for the original Genesis model. Most of the outfits they converted themselves are for Genesis 2 or 1. I saw one outfit that was Genesis 3, but that may have been something that was converted from 2 to 3. I guess I'll try something recent to see how it goes.
     
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  39. sabers36

    sabers36

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    CUSTOM CLOTHING WITH ARTIST TOOLS TUTORIAL INCLUDING 2019 CONVERSION:

    I spent more hours than I care to count, but I've gotten the custom clothing working. I took a new item this morning and start to finish was 20 minutes. It involves several steps, however I was able to get it working while eliminating the need for the extra Blender step..

    Summary:
    DAZ3D:
    1) Load an item in DAZ3D. No need for a MCS character.
    1a) Outfit visibility: You can hide any portion of the outfit that you don't actually want/need, before you export. Do this in the upper right corner by hiding each body part you don't want visible.
    1b) Re-sizing: Every item I have tried has not fit the actual MCS model within Artist Tools. In lieu of Blender to resize lattice, you can quickly re-size right from within DAZ3D with unidirectional scaling. X, Y, Z axis etc. Make sure to enable the hidden options that hide unidirectional scaling!
    https://www.daz3d.com/forums/discus...ble-to-use-scale-resize-in-just-one-direction
    1c) Transform movement: You can move any item/body part via transforms, however if you go to export everything resets to the original T-Pose and it won't reflect your changes in Artist Tools. I figured out how to get around this though;
    -If you move a transform option, as soon as you're done click the little 'lock' icon above the slider. -Then, critically, on the export dialog, check the 'locks' box.
    1d) Export: Export to .fbx. I changed to 2014 .fbx. I also unchecked 'morphs'. I seemed to get Artist Tool import errors with Morphs enabled.

    Artist Tools:
    2) Import geometry: import the .fbx you exported from DAZ3D.
    2a) Click the male symbol on the bottom to add the MCS model. spin the model with keyboard arrow keys so check for fit. If it doesn't fit, go back to DAZ3D and make scaling adjustments. Redo Artist Tool import.
    2b) Click 'new item' and enter the items name, select 'clothing', select male/female according to your intended outcome. Click 'autoskin body'. Make sure to select the item on the upper left where you imported geometry. Then click 'save item'.
    2c) Check your materials. Should look fine as imported from DAZ3D.
    2d) Goto preflight. Click process morphs. It will take a minute or so. Once done, test a few poses/morphs and then select 'export'. Not the export directory.

    Unity 2017 (MORPH3D LEGACY):
    3) I had to copy the files from the Artist Tools to a 2017 Unity project running the old MORPH3D files. I happened to have several old projects. I'm not sure if this is available, but it was the only way I actually got everything to ultimately work including materials.
    3a) Simply drag the Artist Tool exported files into the MORPH3D/Content/ folder structure and then drag the .fbx prefab onto a M3D character in the scene. It should work 'straight out of the box' at this point, so test it out by changing the morphs in run mode.
    3b) Note that doing the above will install some scripts onto the item. Three on the main item, and then a couple on the .shape child. These will become important during the next step.

    **If you are NOT running 2019 with MCS, then you should be done at this stage. If you are running 2019, then you need to do the conversion process. See below.

    Unity 2017 (MCS for export process into 2019)
    4) Copy the folders/files from your 2017 MORPH3D project to your 2017 Export project. Do this for the Item folder in your MCS directory as well as the streaming asset folders that were created when you did step #3. This will contain the .MR file!
    4a) You will notice at this stage, that the item has several MISSING files. This is ok. What you need to do now is add the missing scripts and some meta data.
    4a1)Drag the item into your scene on an MCS character. Add the following scripts to the top level item object with missing files: MCS Property, CoreMeshMetaData, C Iclothing. Then in the child object, add: MCS Property, Core Mesh.
    4b) Fill in some meta data starting with the first object.
    upload_2020-9-27_13-59-29.png
    4c) Add meta data to child object: *MAKE SURE YOU ENTER THE STREAMING ASSET PATH TO THE .MR FILE
    upload_2020-9-27_14-1-30.png

    At this point you will have your .covx file and should be able to finish the conversion process into 2019 following the normal 2019 upgrade process. You MAY need to do the same script adds to your item when you move the files into your 2019 upgrade project. Hope this is helpful, and if anyone wants to do some testing without MORPH3D please let us know if you find a way to get it working w/out that step.
     
    Last edited: Sep 27, 2020
    XCO, ru_erikvdb, nirvanajie and 2 others like this.
  40. EDarkness

    EDarkness

    Joined:
    Feb 1, 2013
    Posts:
    476
    @sabers36 Whoa. Thanks for doing this. I think after I finish the little project I'm working on, I'll make a video of how to do this. I'll need to fire up the Artist Tools, because I haven't had the need to use it yet. Perhaps now is the time.
     
  41. GallopHero

    GallopHero

    Joined:
    Dec 26, 2019
    Posts:
    1
    Can clothing have extra blend shapes? For example the Western Outlaw clothes. The coat seems to be fixed in place but in Daz Studio the Western Outlaw coat has two morphs so it can hang behind the gun belt. The only blend shape I can find is the 10yold adjustment.
     
  42. ru_erikvdb

    ru_erikvdb

    Joined:
    May 16, 2017
    Posts:
    45
    Unfortunately no. Clothing can only have the same blendshapes as the character. The coat with the side hanging behind the gun belt would need to be a separate model.
    I'm not sure what you're looking at when you say the only blendshape you see is the 10yearold, but the Western Outlaw coat works fine with all blendshapes for me. Note you only see a blendshape attached to the mesh when they are active on the CharacterManager.
     
  43. pradf4i

    pradf4i

    Joined:
    Nov 7, 2017
    Posts:
    31
    Circling back on an old topic. Anyone figured out how to add eye lashes in URP?
     
  44. pradf4i

    pradf4i

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    Nov 7, 2017
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    @ru_erikvdb You mentioned a while back that you used the ASE to fix the eyes. Any chance you can share the logic used in that? Thanks.
     
  45. ru_erikvdb

    ru_erikvdb

    Joined:
    May 16, 2017
    Posts:
    45
    For URP I made the shaders in Shader Graph, actually, so you can just open the URP shaders I made in there. You can download them here: https://github.com/erikvdb/mcs-toolkit/releases (mcs-shaders-URP unitypackage).
    The EyeAndLash shader is quite crude as I couldn't find a way to replicate the original reflection effect, and it is made difficult by the fact that the eyelashes and the top layer of the eyes need to handle transparency differently. That's why in the shader graph you'll find some weirdness about inferring eyelash alpha from the albedo. If you can come up with something better, please share :D
     
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  46. pradf4i

    pradf4i

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    Nov 7, 2017
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  47. ru_erikvdb

    ru_erikvdb

    Joined:
    May 16, 2017
    Posts:
    45
    Yes, that would be the standard way of doing things, but because with the MCS characters the material is shared by both the eyelashes AND the top layer of the eye, this cannot be used.

    So to elaborate: what is happening is that you have a sphere mesh that is the eye, and it gets its color (pupil, iris, etc.) from the Head material. On top (or in front, depending on how you want to look at it), there is another mesh that covers the eye and is assigned the EyeAndLash material. In the original shader, this mesh is used to create a fake light reflection effect by making a dynamic alpha map that cuts out everything except for the reflection hotspot, so you see a bright white spot in the eyes (the albedo color for this mesh is white).
    However the material is also used for the eye lashes, so the shader has to internally differentiate between this top/front layer of the eye and the eye lashes. If you don't, the top/front layer will be completely transparent and or completely opaque, and you lose any form of reflections in the eye (unless you want to play around with the specular map and settings on the Head material, but that may affect other parts of the face). My solution was to make the layer 98% transparent and give it a high specular kick to get those light reflections back in. It just gives the eyes a bit more life, but no doubt it is slower performing.
     
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  48. pradf4i

    pradf4i

    Joined:
    Nov 7, 2017
    Posts:
    31
    Anyone see the following issue? I am running in to it occasionally in the my editor with Unity 2019.4 and latest 1.9.2 update. Thanks

    upload_2020-11-13_7-13-1.png

    IndexOutOfRangeException: Index was outside the bounds of the array.
    JCTTransition.HotfixUpdate () (at <2f2b61171c1b4a47b825810eaa168490>:0)
    JCTTransition.LateUpdate () (at <2f2b61171c1b4a47b825810eaa168490>:0)
     

    Attached Files:

  49. pradf4i

    pradf4i

    Joined:
    Nov 7, 2017
    Posts:
    31
    Anyone see the following issue? I am running in to it occasionally in the my editor with Unity 2019.4 and latest 1.9.2 update. Thanks

    ndexOutOfRangeException: Index was outside the bounds of the array.
    JCTTransition.HotfixUpdate () (at <2f2b61171c1b4a47b825810eaa168490>:0)
    JCTTransition.LateUpdate () (at <2f2b61171c1b4a47b825810eaa168490>:0)
     
  50. pradf4i

    pradf4i

    Joined:
    Nov 7, 2017
    Posts:
    31
    Anyone see the following issue? I am running in to it occasionally in the my editor with Unity 2019.4 and latest 1.9.2 update. Thanks

    IndexOutOfRangeException: Index was outside the bounds of the array.
    JCTTransition.HotfixUpdate ()

    The character gets all messed after that

     
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