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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

    Joined:
    Oct 15, 2016
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    Hello Kingblade,
    If you instantiate a prefab in code, you should build it to make it visible as shown below.
    This is the link of the chat in discord.
    https://discord.com/channels/496255145693282305/499790792366227457/849830312468676628
    upload_2021-12-14_11-40-27.png
     
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  2. bitinn

    bitinn

    Joined:
    Aug 20, 2016
    Posts:
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    Bug report:

    - Under v2.8.10f2
    - If I have mirror tool enabled on an object "A", across X axis.
    - Then I switch to another object "B", enable mirror tool, use Z axis, apply the mirror.
    - Going back to "A", now the mirror tool is stuck at Z axis (and enabled).
    - The mirror still work on X axis, but applying it now will cause incorrect mirroring.
    - The workaround is to select an object "C", apply a mirror along X axis, then switch back to object "A" to get the right mirror axis.
     
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  3. UModeler

    UModeler

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    Thanky you for reporting it. We'll take care of this mirror issue!
     
  4. nftoyi

    nftoyi

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    Mar 6, 2017
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    Hello, I'm new to UModeler and so far it has been a great tool.

    I have a question about a "feature" I can't find in UModeler that I used a LOT in Maya.

    It's the ability to scale something on only two axis (instead of one or three). For instance, it allows you to scale a cylinder on the X and Z axis while blocking the Y axis, so it will "grow" horizontally but not verticaly.

    It is very useful in order to make a perfect X+Z scale without having to scale X then Z (or scale all three axis then fixing one of them).

    Is it possible?

    Thank you very much :)
     
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  5. UModeler

    UModeler

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    Hello nftoyi,

    UModeler uses the Unity gizmo. Unfortunately it doesn't support such a funtion to scale both axies.

    We should make another scale gizmo to support it but it would take time and effort.
    We'll add this to the todo list.

    Thank you for reporting it.
     
  6. Stardog

    Stardog

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    Would you be able to put the demo content into another package? The download size is 440mb when it could be 2mb.

    Does the Rect gizmo work for this?
     
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  7. UModeler

    UModeler

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    Hello @Stardog

    Currently it's hard to provide a 3d demo asset for promition except using the way of including it in the update package. However we'll try to find another way to reduce such an inconvenence.

    As for the Rect Gizmo, UModeler doesn't support it yet. :)
     
  8. DrMeatball

    DrMeatball

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    Nov 21, 2021
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    I know this is a dumb question and I'm not even sure of the terminology in the first place.. when drawing a primitive, how do I keep it aligned straight up and down when drawing over terrain?

    umodeler.png
     
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  9. DrMeatball

    DrMeatball

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    Nov 21, 2021
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    Apologies for bumping this but any ideas? All I'm trying to do is make a simple base for the lighthouse to blend into the terrain. All i've done is click and drag afaict identically to the tutorial video. What am I doing wrong? How do I align things to a grid?

    TY

    umodeler2.png
     
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  10. graphicsayy97

    graphicsayy97

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    Dec 24, 2020
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    dev, hi

    your asset is great

    i have a strange problem for scale tool, it works but does not focus on selected face, for simple shape, it seem to be stuck at pivot point (base of obj)

    and I have 2 of them, one change object scale, and one does only faces (what i want)

    but i wish to have a setting for when selected a face and use scale tool, pivot(local, selected face pivot for use of scale tool i mean) for scale tool move to selected face much like blender

    edit:

    hello

    so i fixed it

    but no idea why it work

    but i did disable gizmo... not sure what other setting i touched

    now each selected face, cursor for scale focus on it like in blender instead of focus on bottom root pivot... maybe it work like this when pivot mode disabled and i had it on in accident.

    thanks again great work on this tool

    do you have any good documentations for helping multi-material or multi-UV texturing tutorial for surface? or best practice for implement animated textures?? i assume just UV map as normal, set texture, then lader manipulate code for animating as normal?

    im trying animate multiple faces UV map to 3-4 different texture on a atlas
     
    Last edited: Jan 14, 2022
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  11. UModeler

    UModeler

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    Hello DrMeatball,
    When you create a primitive shape by dragging a mouse, its up-direction will follow the normal direction of the picked polygon. I think this will have to be taken care of.
    For now you should use One-Click Build as a workaround as shown below and then move the shape.

    Honeycam 2022-01-16 11-30-52.gif
     
  12. lordtez

    lordtez

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    Nov 19, 2019
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    Hi dev,

    Copy and paste of multiple Umodeler objects using shift button now throws a NullReferenceException error with latest upgrade. :(
     
  13. UModeler

    UModeler

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    Hello lordtez.
    Fortunately this bug doesn't break any meshes. I'll look into it. Thank you for reporting it.
     
  14. PeterBaker009

    PeterBaker009

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    May 18, 2019
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    Hi, how do I see the size of the mesh I'm working on? I simply want to resize it to an exact dimension. (the raw mesh size, not the Transform size)
    I've searched 'size' 'scale' 'dimension', but no luck so far.
    Same question for rotating by an exact angle?
    Thanks
     
    Last edited: Jan 20, 2022
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  15. PeterBaker009

    PeterBaker009

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    Anybody there... ?
     
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  16. UModeler

    UModeler

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    Hello PeterBaker009,
    I'm sorry to delay replying your question. These days I haven't visited this forum as often as before because the Discord server is very active but I'll try to check here more often.
    Regarding your issue, the dimension can be displayed by toggling on Global Overlay in the Settings as shown below.
    upload_2022-2-8_12-15-50.png
     
  17. julianr

    julianr

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    Loving this asset, saves me a lot of time when making interiors or custom changes to existing meshes! Thanks for creating it. I've not updated uModeller in a while, so need to take advantage of that. You post lots of updates which is really good to see. Keep up the good work!!
     

    Attached Files:

    Last edited: Feb 18, 2022
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  18. Hexalted

    Hexalted

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    Nov 16, 2017
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    Boolean Subtract: how do I control which of the 2 selected object gets subtracted to the other? It seems to be using a very advanced technology to read my mind and always do the opposite ...
     
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  19. UModeler

    UModeler

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    Hello @Hexalted, the second selected object will remain after boolean subtraction.
     
  20. UModeler

    UModeler

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    Hello @julianr again!
    Thank you for sharing your work.

    Hey others, if you are curious about his story, click the following link.
    https://discord.com/channels/496255145693282305/499791207271104534/944725404193783838
     
    Last edited: Feb 23, 2022
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  21. Hexalted

    Hexalted

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    Thank you, I was sure I tried that already right before asking, but it works now...
     
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  22. trickynightshade

    trickynightshade

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    I've been having this issue with Umodeler recently. I make worlds for VRchat, and I use a combination of addons such as Bakery (And Bakery Preview), Polyfew, Easy Combine (As a secondary Mesh Combining Method), and AT+Materials. Most times, it works just fine, however once in a blue moon Umodeler completely goes into what I call "Null Mode". Essentially, it can't load any UI elements like the menu, and in-scene editor. It's been extremely frustrating as even when I reinstall U-modeler (on the same project), it still goes into "null mode". Works fine on a first-time fresh install. Any suggestions as to what might be happening?
    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. TPUModelerEditor.ToolManager.LoadGroupIcon (TPUModelerEditor.EToolGroup group, System.Boolean proSkin) (at <52b5e434004c481aa4a61276ab95c782>:0)
    3. TPUModelerEditor.ToolManager.RegisterToolGroups () (at <52b5e434004c481aa4a61276ab95c782>:0)
    4. TPUModelerEditor.ToolManager.Init () (at <52b5e434004c481aa4a61276ab95c782>:0)
    5. TPUModelerEditor.ToolManager..cctor () (at <52b5e434004c481aa4a61276ab95c782>:0)
    6. Rethrow as TypeInitializationException: The type initializer for 'TPUModelerEditor.ToolManager' threw an exception.
    7. TPUModelerEditor.EditorMode.get_currentTool () (at <52b5e434004c481aa4a61276ab95c782>:0)
    8. TPUModelerEditor.EditorMode.Update () (at <52b5e434004c481aa4a61276ab95c782>:0)
    9. TPUModelerEditor.UModelerEditor.Update () (at <52b5e434004c481aa4a61276ab95c782>:0)
    10. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
     

    Attached Files:

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  23. trickynightshade

    trickynightshade

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    NullReferenceException: Object reference not set to an instance of an object
    TPUModelerEditor.ToolManager.LoadGroupIcon (TPUModelerEditor.EToolGroup group, System.Boolean proSkin) (at <52b5e434004c481aa4a61276ab95c782>:0)
    TPUModelerEditor.ToolManager.RegisterToolGroups () (at <52b5e434004c481aa4a61276ab95c782>:0)
    TPUModelerEditor.ToolManager.Init () (at <52b5e434004c481aa4a61276ab95c782>:0)
    TPUModelerEditor.ToolManager..cctor () (at <52b5e434004c481aa4a61276ab95c782>:0)
    Rethrow as TypeInitializationException: The type initializer for 'TPUModelerEditor.ToolManager' threw an exception.
    TPUModelerEditor.EditorMode.get_currentTool () (at <52b5e434004c481aa4a61276ab95c782>:0)
    TPUModelerEditor.EditorMode.Update () (at <52b5e434004c481aa4a61276ab95c782>:0)
    TPUModelerEditor.UModelerEditor.Update () (at <52b5e434004c481aa4a61276ab95c782>:0)
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
    System.Delegate.DynamicInvokeImpl (System.Object[] args) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
    System.MulticastDelegate.DynamicInvokeImpl (System.Object[] args) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
    System.Delegate.DynamicInvoke (System.Object[] args) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
    UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at <a259d3c004024353a2c217da97495055>:0)
    Here is the whole error message
     
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  24. WinterboltGames

    WinterboltGames

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    Jul 27, 2016
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    Does UModeler generate overlapping UVs? I use a painting solution that breaks if the UVs are overlapping.
     
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  25. knas01

    knas01

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    Feb 24, 2018
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    Hi, if I have a disc with a few inset loops inside it, is there a way to add more segments to them and have the disc automatically smooth its round shape as you add?
     
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  26. knas01

    knas01

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    I'm also gonna add some weird things I found out. This is the latest version in Unity 2021.2.15f1 with URP.
    {AA0B1775-24DC-45E7-915F-9A7BD635BC2A}.png
    Here you see 2 3d gizmos, 1 for the object and 1 for the selection. Can you disable the object one? If they overlap it gets really annoying modifying your selection.
    You see the brightness on the highlighted area? It's so bright you can't see any line or numbers or almost anything.
    I found the colour in the options were set to full white by default. Lowering it makes it a bit better but still pretty washed out.
    The object lines and selection hover above of the actual mesh unless you select a line, then it matches. Is that how it's supposed to look?
    If you look at the icon bar at the top you see part of the object being drawn there at certain camera angles.
    {E7DD8A77-6E78-431B-90DD-7F1CE6D1C80E}.png
    If you turn the camera around you see the info boxes from the selection floating in the distance if you have local overlay on.
     
    Last edited: Mar 29, 2022
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  27. UModeler

    UModeler

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    Hello @trickynightshade,
    It's impressed that you're using UModeler to make VRChat world!
    As I replied in Discord, we'll take care of this issue soon. I'm sorry to let you wait.
     
  28. UModeler

    UModeler

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    Did you unwrap the polygons in your model manually using the UV Editor? If so, you can check if there are overlapped UVs using the UV editor.
    If you haven't unwrapped the polygons manually, there might be overlapped UVs because default UVs are generated automatically based on a normal and a posiiton of each vertex so it can generated overlapped UVs.
    See this - https://umodeler.github.io/UVEditor/index.html
     
    Last edited: Mar 30, 2022
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  29. UModeler

    UModeler

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    Hello @knas01
    Can you share a video clip or screenshot so that I can get a better look?
     
    Last edited: Mar 30, 2022
  30. UModeler

    UModeler

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    If you turn the camera around you see the info boxes from the selection floating in the distance if you have local overlay on.
    What UModeler version are you using? You can ignore this for now. And it will get invisible when you select another tool and come back or press W or E or R or T key to switch the gizmo. How often does it recur?
    It would be better to descript reproduction steps.
     
  31. UModeler

    UModeler

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    Does it still appear when you turn off the UModeler toolbar? You can toggle it on and off via "Keep System Toolbar on always" in the Preference window. See here - https://umodeler.github.io/settings.html

    Feel free to share a video clip so I can get a better look.
     
    Last edited: Mar 30, 2022
  32. knas01

    knas01

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    If you look at the pic below you see the circle shapes are very low poly and jagged. I want to insert verts in the middle of all the lines and move them outward so the shape gets smoother.

    Correct, they don't seem to do anything, it just looks odd. I'll ignore it. Version is 2.8.20
    Ok, when you start the editor there's no extra gizmo, it only appears when you select a transform tool. So if I need to scale or rotate I have to switch and that's when the gizmo appears and I don't know of a way to unselect your current transform tool so it's there until you close Unity and restart. Unselecting the UModel and reselect it does not help.
    You can make it go away if you choose the hand icon, but then you can't interact with anything.
    If you look at the pic below you see the shape all over the icon bar. It only happens when you have the UModel selected, if you unselect it it goes away. The toolbar visibility does not matter. Also, the camera must be pretty close to the object. If you zoom out the shape starts moving up on the screen until it disappears.
    The camera perspective does not matter.
     

    Attached Files:

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  33. UModeler

    UModeler

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    What unity version and RP(one of BuiltinRP, URP, HDRP) are you using?
    Are there any other assets installed in your project except UModeler?
     
  34. knas01

    knas01

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    @UModeler 2021.2.15f1 and URP 12.1.5. Yea I have lots of other assets installed. But this problem also exist in the UV editor. The texture overlap the top bar (but not the buttons or the sidebar).
     
  35. UModeler

    UModeler

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    Does it happen even when you use UModeler in the empty project without any other assets installed?
     
  36. knas01

    knas01

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    @UModeler Yes, made a new project to test.
     
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  37. unity_wZeHD7CoRgnwGg

    unity_wZeHD7CoRgnwGg

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    Wish I could use it but when I do I don't have any tools that pop up or a reference setting. I thought this would be good but I've been at this an hour and no results.:mad::(
     
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  38. andyz

    andyz

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    I see you are on 2.9.9 now. Will 3.0.0 be out soon or gonna go to 2.9.99 or 2.10.x?! :D
     
  39. UModeler

    UModeler

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    The next version is going to be 2.9.10 :)
     
  40. andyz

    andyz

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    Does "Select Only Visible" actually work fully for vertex selection?
    If I make a cube and add alcoves on either side (indented rectangles), then when I select vertices on one side, it selects them on the other side also - right through the object. v2.9 and latest. This would make it hard to model objects with indented sections
     
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  41. UModeler

    UModeler

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    That may not be 100% precise on vertices but it works as expects in most cases as shown below. Would you share a video clip to show your issue?
    selection.gif
     
  42. andyz

    andyz

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    A convex object works but not if you cut indents into opposite cube sides. Away from pc for weekend!
     
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  43. r9shackleford

    r9shackleford

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    Jul 23, 2019
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    Great tool, just wanted to point out that the default shortcut for 'options'(ctrl+shift+z) conflicts with the default Unity 'redo' shortcut on Linux.
     
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  44. Fortunato1

    Fortunato1

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    Jul 28, 2013
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    Hello. I have noticed in recent versions of umodeler meshes with 5-10k triangles are much easier to edit and umodelerize is much faster. You didn't mention it in the changelog. Thanks for a good product!

    Big omission, that there no support for UV2-3-4. Let there be no way to edit these UV levels. But could you at least make it so, that "umodelerize" process doesn't remove those levels if they were set up in the mesh?

    I'll give an example. I'm using a shader that uses a UV-2 map to apply markings and decals to the road.

    2022-10-29_21-39-02.png 2022-10-29_21-42-28.png

    I have to adjust other UV levels using other tools. And besides, after that I should never edit these meshes in umodeler, because they will be broken.

    I bought QUVEditor - 25$ in asset store only because it is able to work with UV levels 2-3-4. And it really works. So I conclude that you could also add this functionality to umodeler. By the way, I want to say that your UV editor is more convenient that QUVEditor. But you're missing a couple of features to make it even better. ;)
     
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  45. UModeler

    UModeler

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    Hello r9shackleford,
    We did not know that because we're working on windows. We'll take care of this issue. Thank you for reporting it.
     
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  46. UModeler

    UModeler

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    We mentioned it on the changelist when 2.9.10 was released. :)
    See this.
    https://umodeler.github.io/releasenotes_UModeler_2021.html#version-2-9-10-july-25-2022
    But it may not be noticeble enough.

    As for the UV2-3-4, We'll try to support this. And it was useful information that QUVEditor provides this feature. As you said UModeler could also have it in the future. I've added it to the backlog.

    Thank you for the feedback!
     
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  47. Fortunato1

    Fortunato1

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    Hmm, truly, you mentioned about that. Anyway, this change are so powerful, so I noticed it without change log reading. ;)

    This is very cool. I would really like you to make a separate software with all the functionality that is in Umodeler, which will work in its shell that would be similar with Unity coordinate system and its interface, and maybe this software will work even faster and stable especially with high polygon meshes. Because I have a separate project called Umodeler that I open instead of blender when I need to change something in the meshes. It's much easier for me because blender has a very unique interface, not friendly for people, who are used to working in unity. :confused:

    About supporting UV-2-3-4. If, for a beginning you would be add a checkmark in the settings that will disable the processing of these cards so that they do not break, that would be great...
     
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  48. UModeler

    UModeler

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    I'm so really glad to hear that. I also think that it would be good if there were UModeler for desktop for people like you.
    We'll think about it more in the future. Thank you for suggesting it.
     
  49. kypronite

    kypronite

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    Apr 15, 2013
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    Hi, I'm using umodeler to build exclusively sculpt my levels.

    But I keep getting this error when i load my scene and after exiting play mode.
    NullReferenceException: Object reference not set to an instance of an object
    tripolygon.UModeler.EditableMesh.MovePolygonsBetweenShelves (System.Int32 srcShelf, System.Int32 destShelf) (at <69ba123385d74231a3a50d8421267e93>:0)
    tripolygon.UModeler.EditableMesh.AfterDeserialize () (at <69ba123385d74231a3a50d8421267e93>:0)
    tripolygon.UModeler.UModeler.OnAfterDeserialize () (at <69ba123385d74231a3a50d8421267e93>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)

    I though it something to do with umodeler prefab but I unpack all prefab
    but error still showing.
    This error does not crash my project but it still an error.
    I'm not sure how to made this error go away.
    Any idea?
     
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  50. UModeler

    UModeler

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    Hello kypronite,
    What versions of unity and umodeler are you using?
    If there were few UModeler objects, you could test loading the scene by removing one by one to find which object causes the error.