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[Released] UModeler X : Model, Rig, Paint and AI-Texture within Unity [Unity VSP]

Discussion in 'Assets and Asset Store' started by UModeler, Mar 23, 2017.

  1. UModeler

    UModeler

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    Does it happen all the time? It hasn't been reproduced in my test. See how I tested in the following video.
    UModeler_FlipToolTest.gif
     
  2. andyz

    andyz

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    Sorry I meant Axis Flip on a new cube, selected face - but I'm finding if I press menu buttons without the right thing selected or I multi-press it can lead to errors. Like make a cube and then just click the axis flip a load without selecting a polygon - does the console start filling with errors for you?

    Also a corner case! - if you load up a project and you had the UModeler window open then it can start fully open with all controls, even if no UModeler object in the scene (maybe because I did not save scene?).
    Clicking buttons then leads to console errors, nothing more.
     
    Last edited: Mar 6, 2021
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  3. andyz

    andyz

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    Can I just delete the cache of this plugin (which I can't find BTW)?
    Has anyone logged this bug with Unity?
     
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  4. andyz

    andyz

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    test2.gif
     
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  5. andyz

    andyz

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    Bevel on a box can be tricky if more rounded bevel wanted?

    It is an incredible tool BTW, just noting any issues!
    bevelbox.png
     
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  6. UlfvonEschlauer

    UlfvonEschlauer

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    Thanks for the reply! That is a pity! Any chance you will support skinned meshes in the future?
     
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  7. UModeler

    UModeler

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    It can be reproduced. We'll fix it asap. Thank you! For now you can avoid this error by toggling off Display Polygon Preselection in the Preference window.

    Can you share a screenshot or something like that?
     
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  8. UModeler

    UModeler

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    Unfortunately beveling a vertex with multiple segments isn't supported. Technically we hasn't found a solution yet.
     
  9. UModeler

    UModeler

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    We don't have plans to support a skinned mesh because UModeler was designed for editing a static mesh so it would need many changes to support a skinned mesh.
     
    Last edited: Mar 8, 2021
  10. UModeler

    UModeler

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  11. UModeler

    UModeler

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    Hello everyone

    UModeler 2.8.2f2 has been released for hot fixes as listed below.

    • Fix : Fixed Null Reference Exception when Open button in the inspector is clicked.
    • Fix : Fixed typos of tooltips etcs.
    • Enhancement : Supported converting a quad-based mesh using UModelerize.
     
  12. Wolfos

    Wolfos

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    I imported Umodeler in a near-empty Unity 2020.3 project (using URP). Created a box using the box tool, and now it's throwing this error every frame:
    DirectoryNotFoundException: Could not find a part of the path '{Wolfos's awesome project directory}/Temp/RoslynAnalysisRunner'.
    System.IO.__Error.WinIOError (System.Int32 errorCode, System.String maybeFullPath) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

    This was fixed after going into and exiting playmode.
     
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  13. UModeler

    UModeler

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    Hello Wolfos,
    Okay, aren't there any other plugins in the project? It doesn't seem to be because of UModeler
    judged by the error messages.
     
  14. Wolfos

    Wolfos

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    No, this is the only plugin for now. Haven't really encountered it again though. Seemed Umodeler related at the very least, since it triggered it.
     
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  15. UModeler

    UModeler

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    티져1.png

    The Medieval Town - Vermilion : New 3D package modeled with UModeler will come to you soon with UModeler 2.8.3.
     
    Last edited: Apr 6, 2021
  16. knas01

    knas01

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    Hi, there are 2 things I have questions about.

    First, when you select a polygon in iso it looks like this. If you move the camera it flickers and is very annoying. Is there a way to fix that? This is in URP.

    Second, you can see 2 transform handles in the pic. Is there a way to disable the one for the object position? I only want it to show when the object tool is selected.
    {3A7EB67F-7E66-4DB0-AF9B-18030C62BFB8}.png
     
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  17. UModeler

    UModeler

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    Hello knas01
    We'll look into the flickering issue in ISO.
    What version of UModeler are you using? As far as I know, displaying two gizmos was fixed before. FYI the current version of UModeler is 2.8.2f3.
     
    Last edited: Apr 8, 2021
  18. knas01

    knas01

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    @UModeler That's the same version I use. It's a new project and I installed Umodeler for the first time in it yesterday.
     
  19. UModeler

    UModeler

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  20. mick129

    mick129

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    Hello,

    A pre-buy question.

    I need to modify the UV of some trees that I have made and would love to do it inside Unity, can your tool help me to modify existing fbx?
     
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  21. UModeler

    UModeler

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    Hello mick129,
    Any mesh in the MeshRenderer component can be converted to UModeler mesh (This is called UModelerize) and can be modified with UModeler. Therefore you can load .fbx mesh in Unity and convert it to UModeler mesh to be edited.
     
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  22. ravin5432

    ravin5432

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    Hello everyone; I just got v2.8.3 on the sale. It looks cool but after install if I hit any key I get floods of errors.
    ArgumentException: Getting control 10's position in a group with only 10 controls when doing KeyUp Aborting!
    I do see the menu under tool is listed and I see the GUI hot keys, so it looks like its working, but it is conflicting with Unity's native layout.
    Using v2019.4.4f1 of Unity.
    Is there a step I missed with install? Is this fixable? Without a fix Runtime hangs on the errors.
     
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  23. UModeler

    UModeler

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    Hello ravin5432
    Have you tried it in a new project with only UModeler plugin?
     
  24. ivarsson2

    ivarsson2

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    Hi!
    I'm currently evaluating UModeler for a new project. So far it seems like a really nice tool but this project requires manual control over normals.
    It normal editing possible in the full version?

    Cheers,
    / M
     
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  25. Zebbi

    Zebbi

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    Should I leave Umodeler scripts on prefabs and objects I'm using in scenes? Is it more performant if Umodeler is removed for the objects? Also, do I need to create a mesh asset for anything, or would creating a prefab be good enough for most cases?
     
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  26. Xiperius

    Xiperius

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    - Assets : Includes The Urban Buildings demo pack to showcase Hotspot Texturing feature.
    - Feature : Added the Hotspot Texturing.

    Thank you for this!
     
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  27. UModeler

    UModeler

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    Hello ivarsson2
    Thank you for considering UModeler for your project.
    Does editing normals mean Weight Vertex Normals like this - http://www.bytehazard.com/articles/vertnorm.html?
    Unfortunately UModeler doesn't have capability to edit normals yet.
    It would be helpful if you explained what the normal editing looks like.
     
  28. UModeler

    UModeler

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    Hello Zebbi,

    If you remove UModeler component, .asset file should be created for reference beforehand.

    But you don't need to create .asset file for a prefab because UModeler component creates a mesh for the mesh renderer.

    Regarding performance UModeler components are automatically excluded in building if Don’t Save In Build property in Local Settings tool is enabled : https://umodeler.github.io/MiscGroup/LocalSettingsTool.html

    Usually UModeler component is just for editing in editor so it isn't needed at runtime so you don't need include UModeler component in building.

    For this reason UModeler doesn't affect the performance at runtime normally.
     
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  29. UModeler

    UModeler

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    You're welcome. We hope that this cool feature will be useful for many UModeler users :)
     
  30. Zebbi

    Zebbi

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    Thanks! So best practice is probably just to leave UModeler script on all objects unless there's a specific reason to remove Umodeler or create a mesh?
     
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  31. cranecam

    cranecam

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    upload_2021-4-25_18-1-10.png

    how can this settings window be fixed?
     
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  32. UModeler

    UModeler

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    What version of Unity and UModeler are you using?
     
  33. cranecam

    cranecam

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    Hi it looks ok now in latest uModeler version
     
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  34. UModeler

    UModeler

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    We've developed Hotspot Texturing feature and it's available in UModeler 2.8.3f2.

     
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  35. UModeler

    UModeler

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    Hello everyone
    Blacksmith - new 3D asset package modeled with UModeler will come to you in the UModeler upcoming update.

    poster4.png
     
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  36. DGordon

    DGordon

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    Can this create a 3d mesh from a 2d image? IE: Id like to take an image of a bush, or a tree, and have it extrude that picture so I can have it on the front and back, and put a cardboard texture on the sides, to make it look like a game piece.
     
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  37. UModeler

    UModeler

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    Unfortunately UModeler doesn't have a feature to convert a 3d mesh to a 2d image. Probably you could use other assets to do that with UModeler.
     
  38. UModeler

    UModeler

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  39. cranecam

    cranecam

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    Hello, why is umodelerize making such nasty polygon edges to my various meshes?

    upload_2021-5-18_20-33-54.png
     
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  40. cranecam

    cranecam

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    another example.
    upload_2021-5-18_20-35-34.png
     
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  41. UModeler

    UModeler

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    Hello everyone

    We've released UModeler 2.8.4f1 for hotfixes.

    A few bugs you reported here recently have been fixed in this update.
    And we've made a new tutorial video to show you how to make a building with inside as well as outside.

    We hope you'll like it.
    Enjoy UModeler!



    UModeler 2.8.4f1 changelist.

    - Assets : Includes [Blacksmith] demo pack.
    - Enhancement : A function to select overlapping polygons has been added to the Diagnosis Tool.
    - Fix : Fixed a bug where vertices/edges/polygons aren't selected in the Isolated mode (Shift + H).
    - Fix : Fixed a bug where UVs move suddenly when a vertex moves. The UVs are transformed in UV tool.
    - Fix : Fixed a bug that caused the scene's pull-down menu to close immediately when the UV editor is on.
     
  42. thelebaron

    thelebaron

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    Thank you so much for the hotspot feature, its really amazing! If I could make a request: A checkbox/dropdown to lock rotation and option to lock selection so when clicking apply hotspot, can cycle through and give more control for hotspotting
     
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  43. UModeler

    UModeler

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    Hello cranecam,
    It seems that there are some issues in the triangulation modeule.
    Could send the mesh files to which the umodelerize is applied via email (contact.support@tripolygon.com) so that we could test?
     
  44. UModeler

    UModeler

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    The Hotspot texturing has the "Apply Select Hotspot" button in the Hotspot Layout tool. With this you can assign UV faces withtin a specific UV layout.
    https://umodeler.github.io/HotspotTexturing.html#using-apply-selected-hotspot
     
  45. AaronVictoria

    AaronVictoria

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    My artists are having this issue when Post-Processing is enabled and I thought I'd drop it here:

    upload_2021-5-23_22-2-59.png

    All edge lines render making it difficult for them to select ledges or faces, occasionally. Here is how the same show looks with Post-Processing disabled:

    upload_2021-5-23_22-5-23.png

    As you can see the edge and face locations are easily identifiable when post-processing is disabled. We're using Post-Processing Stack V2 (3.1.0) and Unity 2021 (2021.1.7f1). All default packages and no custom camera effectors or other image effects in the stack outside of Unity's. Here is a look at the overrides used:

    upload_2021-5-23_22-27-10.png

    For the moment, the artists are just toggling the entire effects functionality using the effects button at the top of the scene view window. The odd thing is, if they disable the entire post-effects gameobject itself, nothing changes. If they go into the effects dropdown and disable the "Post Processing" alone, nothing happens. They have to fully toggle the effects off from the effects button, or they have to fully delete the post-processing gameobject or the component from the gameobject to return the visibility of the edges and faces to a manageable rendering appearance.

    Hopefully this helps and a solution is available, because they've continued to complain about it for quite a while and I'm just getting around to posting the details here.
     
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  46. UModeler

    UModeler

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    Hello AaronVictoria,

    Sorry for a late reply. These days I'm too busy to deal with user's feedback. Usually this is a high priority, though.
    Anyway the edge rendering is done with GL functions in Unity. Maybe this way seems to be affected by post processing. We'll take care of it asap and give you answers. Thank you for reporting it!
     
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  47. AaronVictoria

    AaronVictoria

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    That's perfectly fine; I understand fully. The product has grown exponentially since the time I purchased it so I expected feedback to have bloomed significantly by now. Keep up the great work, because this product has made development so much easier on my crew and I.
     
  48. UModeler

    UModeler

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    Hello Aaaron,
    We're taking care of this issue.
    In the past a user had the same issue and he revolved it by turned on "Shaded Wireframe" as a workaround
    223.png
     
  49. AaronVictoria

    AaronVictoria

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    Ahh very nice! I will have my artist give that a try.
     
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  50. AaronVictoria

    AaronVictoria

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    Just as a follow-up, one of the artists on my team said that the same thing is true of ProBuilder. So I tested out his report and as he affirmed, toggling image effects on creates the same effect in that tool set. I figured you'd probably find some solace in the fact that this is some kind of native implementation and is nothing cause by any coding implementation of your own. They've both resorted to toggling image effects off completely while working, so that is their current chosen workaround for this issue.
     
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