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Skinn & Vertex Mapper (Free Edition)

Discussion in 'Assets and Asset Store' started by cwmanley, Feb 15, 2017.

?

I have a few things I want to include what should I prioritize?

  1. Tools to convert Humanoid Models into UMA models.

  2. Bone based Free Form Deformer(FFD)

  3. Skin Painting

  4. ACSII FBX Exporting

Multiple votes are allowed.
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  1. cwmanley

    cwmanley

    Joined:
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    Skinn is a collection of tools to work with skinned meshes designed around the Vertex Mapper.

    The VM is a component that creates a skinned mesh from a target renderer with the skin and or blend-shapes from a source mesh.

    VM Features:
    • Blazing fast calculations powered by compute shaders.
    • Works with animated models.
    • Bone-Weight projection with smoothing options.
    • Multi-frame Blend-shape projection with lighting options.
    Core Features:
    • Save unsaved mesh assets when updating prefabs.
    • Drag & Drop models and merge their bones.
    • Nested Context Command System with over 80 commands for working with assets.

    Notable Context Command Features:
    • Optimize and remove unwanted Bones..
    • Split Meshes by sub-mesh, uv, or bone.
    • Inflate and deflate meshes.
    • Combine Meshes merge sub-meshes with shared materials.
    • Remove or rename Blend-shapes and reuse filters as text assets.
    • Basic FBX exporting.

    Notes!
    • Skinn Requires Compute Shaders.
    • The Delta Canvas was removed and will return in later update.

    All Commands*

    SkinnedMeshRenderer/Bones/Optimize Array : Remove any unused bones from a mesh's bind-poses and reorganizes bone-weights.

    SkinnedMeshRenderer/Bones/Remove Bone : Removes bone(s) from bone-weights and boneArrayBoneWieghts fall back to other weighted bones or the closest root bone.

    SkinnedMeshRenderer/Bones/Remove Child Bones : Removes bone(s) from bone-weights and boneArrayBoneWieghts fall back to other weighted bones or the closest root bone.

    SkinnedMeshRenderer/Bones/Edit Transforms : Inspect and or adjust the bones of a skinned mesh renderer. Does not require any changes to the shared mesh.

    SkinnedMeshRenderer/Bounds/Reset : Sets the Bounds of a Skinned Mesh Renderer to match it's mesh

    SkinnedMeshRenderer/Bounds/Reset All : Sets the bounds of all Skinned Mesh Renderers under the same root.

    SkinnedMeshRenderer/Bounds/Encapsulate/Selection : Encapsulates the bounds of the selected Skinned Mesh Renderer(s).

    SkinnedMeshRenderer/Bounds/Encapsulate/All : Encapsulates the bounds of the all the Skinned Mesh Renderers under the same root.

    Renderer/Clipboard/Copy : Stores Renderer for Pasting Commands

    Renderer/Clipboard/Paste/Mesh : Pastes a mesh from one renderer to another

    Renderer/Clipboard/Paste/Mesh Cloned : Pastes a mesh from one renderer to another and instances the pasted mesh.

    Renderer/Clipboard/Paste/Material(s) : Pastes shared materials from one renderer to another.

    SkinnedMeshRenderer/Clipboard/Paste/Bones : Pastes a Transform array from one skinned mesh renderer to another.

    Renderer/Export/FBX : Exports a single skinned mesh and any necessary transforms.Multi-frame Blend-shapes, Blend-shape Normals, and Blend-shape Tangents are not supported.

    SkinnedMeshRenderer/Export/FBX All Transforms : Exports a single skinned mesh and all transforms under it's root.Multi-frame Blend-shapes, Blend-shape Normals, and Blend-shape Tangents are not supported.

    Renderer/Export/Experimental/Atlas/512 : Combine Submeshes and Render.

    Renderer/Export/Experimental/Atlas/1024 : Combine Submeshes and Render.

    Renderer/Export/Experimental/Atlas/2048 : Combine Submeshes and Render.

    Renderer/Export/Experimental/Atlas/4096 : Combine Submeshes and Render.

    Renderer/Export/Experimental/Atlas HardSurface/2048 : Combine Submeshes and Render.

    Renderer/Export/TextFilter/Blendshapes : Exports a text file with blend-shape names.

    Renderer/Material/Clone : Clones the shared materials of a renderer for testing (Clone Materials are saved with the current scene.)

    Renderer/Mesh/Colors/Clear : Removes the vertex colors from a mesh(s).

    Renderer/Mesh/Colors/From Material/Color : Fill vertex colors from a material's color property.

    Renderer/Mesh/Colors/From Material/Color UV Seams : Fill uv seams from a material's color property.

    Renderer/Mesh/Name/Rename Renderer : Renames a renderer to match it's mesh's name.

    Renderer/Mesh/Name/From Renderer : Renames a mesh to match it's renderer's name.

    Renderer/Mesh/Name/From Parent : Renames a renderer's mesh to match it's parent name.

    Renderer/Mesh/Name/From Root : Renames a renderer's mesh to match it's root name.

    Renderer/Mesh/Normals/Rotate with Tangents : Rotate a meshes normals and tangents with the renderers rotation.

    Renderer/Mesh/Normals/Rotate : Rotate a meshes normals with the renderers rotation.

    Renderer/Mesh/Tangents/Rotate : Rotate a meshes tangents with the renderers rotation.

    Renderer/Mesh/Normals/Clear : Removes the vertex normals from a mesh(s).

    Renderer/Mesh/Normals/Recalculate/Smoothed : Experimental Smoothed Unity Normals Only works with meshes that have one sub-mesh.

    Renderer/Mesh/Normals/Recalculate/Unity : Uses Unity's RecalculateNormals function. Imported Meshes sometimes don't share all vertices. For example, a vertex at a UV seam is split into two vertices, so the RecalculateNormals function creates normals that are not smooth at the UV seam.Note that RecalculateNormals does not generate tangents automatically, so bump-map Shaders do not work with the Mesh after calling RecalculateNormals.However, you can provide your own tangents.

    Renderer/Mesh/Tangents/Clear : Removes the vertex tangents from a mesh(s).

    Renderer/Mesh/Tangents/Recalculate : Unity's RecalculateTangents function.

    Renderer/Mesh/Vertices/Inflate/0.1 : Inflates a mesh in inches.

    Renderer/Mesh/Vertices/Inflate/0.5 : Inflates a mesh in inches.

    Renderer/Mesh/Vertices/Inflate/1 : Inflates a mesh in inches.

    Renderer/Mesh/Vertices/Deflate/0.1 : Deflates a mesh in inches.

    Renderer/Mesh/Vertices/Deflate/0.5 : Deflates a mesh in inches.

    Renderer/Mesh/Vertices/Deflate/1 : Deflates a mesh in inches.

    Renderer/Mesh/Vertices/Weld/Low Precision : Removes duplicate vertices with matching vertex information. Low precision is for large meshes; ie environmental models.

    Renderer/Mesh/Vertices/Weld/High Precision : Removes duplicate vertices with matching vertex information. High precision is for small meshes; ie character models.

    SkinnedMeshRenderer/Shapes/Create/Expanded Shape : Creates a blend-shape by expanding the mesh three inches.

    SkinnedMeshRenderer/Shapes/Create/Bones/Expanded Shape All : Creates a blend-shapes by expanding the mesh three inches for each bone.

    Renderer/Shapes/Remove/All : Remove all blend-shapes from a mesh.

    SkinnedMeshRenderer/Shapes/Zero Values : Set all blend-shape float values in the component to zero.

    SkinnedMeshRenderer/Shapes/Edit Names : Opens a wizard that creates and uses TextAssets to filter and rename blend-shapes.

    SkinnedMeshRenderer/Shapes/Sync : Set all blend-shape float values under the same root to match a renderer.

    SkinnedMeshRenderer/Skin/Bake to Mesh Renderer : Creates a snapshot of a SkinnedMeshRenderer and stores it in mesh. The Skinned Mesh is disable and a Mesh Renderer is created. Vertices, normals and tangents are transformed. in world-space.

    SkinnedMeshRenderer/Skin/Bind-pose : The bind-pose is the rest pose of the skinning. Creates a bind-pose that matches the current bone positions.

    Renderer/SubMesh/Combine/Clear : Removes submeshes and any unused vertices from a mesh

    SkinnedMeshRenderer/SubMesh/Combine/Merge Shared : Submeshes with matching materials are combined.

    SkinnedMeshRenderer/SubMesh/Combine/Selection/Merge Shared : Merge Selected Meshes into one mesh. Sources are disable and a new renderer is created. Submeshes with matching materials are combined.

    SkinnedMeshRenderer/SubMesh/Combine/Selection/Keep Shared : Merge Selected Meshes into one mesh. Sources are disable and a new renderer is created. All meshes are keep as submeshes.

    MeshRenderer/SubMesh/Combine/Merge Shared : Submeshes with matching materials are combined and removed.

    MeshRenderer/SubMesh/Combine Selection/Merge Shared : Merge Selected Meshes into one mesh. Sources are disable and a new renderer is created. Submeshes with matching materials are combined.

    MeshRenderer/SubMesh/Combine Selection/Keep Shared : Merge Selected Meshes into one mesh. Sources are disable and a new renderer is created. All meshes are keep as submeshes.

    Renderer/SubMesh/Flip/Flip Faces : Flips the faces, normals, and tangents of a mesh(s).

    Renderer/SubMesh/Flip/Add Flipped Faces : Adds flipped faces to a mesh's triangles to render back-faces.Does not increase the vertex count, and checks to for existing triangles.

    Renderer/SubMesh/Split/Submeshes : Split a mesh into meshes by sub-mesh. The source is disabled and new renderers are created.

    Renderer/SubMesh/Split/Bones/All : Split a mesh into separate meshes by bone-weightsWorks on a mesh with one sub-mesh. The source is disabled and new renderers are created.

    Renderer/SubMesh/Split/Bones/Hierarchical : Split a mesh into separate meshes by bone-weightsWorks on a mesh with one sub-mesh. The source is disabled and new renderers are created.

    Renderer/SubMesh/Split/UV Islands : Split a mesh into meshes by uv-islands. Works on a mesh with one sub-mesh. The source is disabled and new renderers are created. (Slow)

    Renderer/SubMesh/Split/UV Islands Compare Vertices : Split a mesh into meshes by uv-islands and vertex positions. Works on a mesh with one sub-mesh. The source is disabled and new renderers are created. (Slow)

    Renderer/Tools/Create Lattice Deformer : Create a Bone Based Lattice Deformer.

    Transform/Cache/Store Local : Stores local transformation(s) for use later.Works in and out of play mode.

    Transform/Cache/Load Local : Apply transformation(s) stored with the Store Command.

    Transform/Export/Transforms : Exports a Transform and it's children in a fbx file.

    Transform/Export/Transforms For Avatar : Exports a Transform and it's children in a fbx file. Includes a temp mesh to keep the model importer from crashing when creating a avatar.

    Transform/Child HideFlags/HideInHierarchy : Child objects will not appear in the hierarchy.

    Transform/Child HideFlags/HideInInspector : Child objects will not appear in the inspector.

    Transform/Child HideFlags/None : Child objects will appear normally.

    Transform/Child HideFlags/NotEditable : Child objects will not be editable.

    Transform/Mirror/Left To Right : Mirrors child transforms based of their names. Supported conventions; contains left/right, prefix l/r, suffix l/r.

    Transform/Mirror/Right To Left : Mirrors child transforms based of their names. Supported conventions; contains left/right, prefix l/r, suffix l/r.

    Transform/Mirror/Children/Left To Right : Mirrors child transforms based of their names. Supported conventions; contains left/right, prefix l/r, suffix l/r.

    Transform/Mirror/Children/Right To Left : Mirrors child transforms based of their names. Supported conventions; contains left/right, prefix l/r, suffix l/r.

    Transform/Mirror/All/Left To Right : Mirrors child transforms based of their names. Supported conventions; contains left/right, prefix l/r, suffix l/r.

    Transform/Mirror/All/Right To Left : Mirrors child transforms based of their names. Supported conventions; contains left/right, prefix l/r, suffix l/r.

    Transform/Ensure Unique Names : Duplicates in children are named xxx_#

    Transform/Remove Scale And Rotation : Remove scale and rotation from a transform and it's children keeping their positions.

    Transform/Select/Mesh Filters : Select all child gameObjects with MeshFilters.

    Transform/Select/Skinned Meshes : Select all child gameObjects with SkinnedMeshRenderers.

    Transform/Select/Missing Components : Select all gameObject with missing components.


     
    Last edited: Jul 6, 2019
    matteumayo, Mark_01, Ragoo and 6 others like this.
  2. John-G

    John-G

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    Bookmarked, finally a solution for MCS and user content.
     
  3. chiapet1021

    chiapet1021

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    Hey Chris, this looks really promising! I watched the video. Looks very easy to use.

    One question I had: since the content can be saved as prefabs, does that mean it's possible to instantiate and associate content to an MCS character at runtime and preserve the wrapping function? I ask because as it stands currently with MCS, if you want to mix and match content at runtime, I believe you have to basically have all content (e.g., clothing, hair) that you might want to use on a character in the same prefab, then toggle visibility of any given piece of content you want to display or hide. That feels very inelegant and resource heavy to me.

    Looking forward to hearing more about this, especially once the new, more resource efficient version of MCS gets released.
     
  4. chiapet1021

    chiapet1021

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    Ah okay, so still the same limitations then, I assume. Not a fault of yours, by any means. :) Thanks for the clarification.
     
    cwmanley likes this.
  5. THplusplusx

    THplusplusx

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    This looks very promising!
     
  6. THplusplusx

    THplusplusx

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    I actually don't know what you mean. I am instantiating clothing and hair at runtime and it works well. The only thing that doesn't work is completely removing clothing/hair at runtime, so I have to hide it instead, which doesn't seem to be a problem.

    Here is an approximation of my current solution:
    Code (csharp):
    1. public CostumeItem[] PutOn(M3DCharacterManager charManager, GameObject contentPrefab, bool isHair)
    2. {
    3.     CostumeItem[] instances;
    4.     ContentPack pack = new ContentPack();
    5.     pack.setupWithGameObject(contentPrefab);
    6.  
    7.     if (isHair)
    8.     {
    9.         instances = pack.availableHair.Select(hair => charManager.AttachCIHair(hair, true)).ToArray();
    10.         charManager.DetectAttachedHair();
    11.     }
    12.     else
    13.     {
    14.         instances = pack.availableClothing.Select(clothing => charManager.AttachCIClothing(clothing, true)).ToArray();
    15.         charManager.DetectAttachedClothing();
    16.     }
    17.  
    18.     return instances;
    19. }
     
  7. chiapet1021

    chiapet1021

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    @THplusplusx, thanks for chiming in. I haven't installed and toyed with MCS in a long time, to be fair. Back then, you had to basically make a prefab with all of the clothing and hair you might want to use on the same character and then hide or show what you wanted to at runtime, if I remember correctly.

    If you don't have to do that anymore, that's great. Not being able to remove/destroy at runtime sounds potentially problematic still, if you're doing a lot of switching of content. I guess you could destroy and re-instantiate the MCS character completely every so often, maybe?

    All hypothetical ideas for me to explore, although I want to wait until the updated versions are (finally) released, before I dive back into MCS.
     
    crudeMe likes this.
  8. dustout

    dustout

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    This looks great, it could take MCS to the next level!

    If you need any beta testers then please sign me up, if not then I can't wait to pick it up when it launches on the asset store.
     
  9. SkobbejakGames

    SkobbejakGames

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    Dude, you are a godsend! We've all been waiting for the MCS crew to get this done for over a year now, dont get me wrong I love MCS and I love the crew behind it but this basic functionality has take way too long.

    Please bring this out sooner rather than later, it looks amazing and serves all the necessary purposes. If you need beta testers let me know, would love to test it out for you.

    Also $50 seems reasonable for something this powerful and useful.
     
    Last edited: Feb 17, 2017
  10. cwmanley

    cwmanley

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    Thanks,

    I hope to submit soon. I admit I keep working on it instead of the docs.

    ... updating the search with a quadrant pattern that can be stored in the HDSkin ScriptableObject.

    I really appreciate the feedback :)
     
    Last edited: Feb 22, 2017
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  11. reocwolf

    reocwolf

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    Awesome! Thank you. Hope u release soon. ;)
     
  12. Astaelan1

    Astaelan1

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    I admit I'm very interested in this. As with anyone following MCS, we're all waiting for some way to make our own content packs. This is amazing as it keeps the power of it all right in Unity. Please see this through and really give it all the power you can for us. I would gladly pay $50 for a polished product, but as with all initial releases I recommend a discount to build up the base of users who will find the bugs to polish it.
    Suffice to say, this one fills a very significant niche, can't wait!

    Edit: On a side note, since you're working in the territory of mesh deformation here, have you given any thoughts to the idea of an animal/creature concept like MCS? Base models to morph and create animals with would be another big niche right now, animals are expensive... maybe you're just using an API to work with an MCS SDK, I couldn't really tell.
     
  13. cwmanley

    cwmanley

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    Thanks for your interest,

    I will think about adjusting the Beta price, but I cannot make any promises.

    I am just now thinking about the the bone morphs; which would be needed to create a new Base Model.

    My project is focused on skinning and adding / removing blend-shapes.

    Because unity .assets store blend-shape information for each vertex, I added ASCII FBX support; which only stores information that the blend-shapes use.

    The project is written in C# and includes the full source code.

    Capture.JPG
     
    Last edited: Feb 4, 2018
  14. cwmanley

    cwmanley

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    This project started as a weight Painter window, here is the original thread.

    smtk.jpg_thumb.png Screenshot (13).png smp 09032016.jpg

    :)
     
  15. Astaelan1

    Astaelan1

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    Sep 29, 2015
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    Horns on the male model, pretty slick. Before long we'll have hooves for the feet and have a satyr (with the wrong leg bones lol) :)
    The morph/blendshape for it was really good for only a few minutes of work.
     
  16. auhfel

    auhfel

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    so with this, I could make a sphere (the unity standard one), put it on the MCS character, run your tool, and it will become a skinned mesh renderer that will be adjusted with the MCS blends? If that is true, it would be really cool. I think I could make some cool stuff just using probuilder/polybrush
     
  17. wetcircuit

    wetcircuit

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    Can this be expanded to other figure systems?
     
  18. cwmanley

    cwmanley

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    In some cases the skinning to the base mesh produces good blend-shapes.
    There can be to much or to little information in the base meshes to create some blend-shapes.

    Those are some crazy legs lol.
    I just got the Minotaur and Reptilian Base models in the last sale, creating clothing for them is possible.

    You can use any mesh in the scene. Also, you can Bake a Skinned Mesh to a mesh for a new Item or for a custom blend-shape.

    I plan on adding support for UMA and other avatar systems.

    Some models like Ethan are not in there original bind-pose and are not supported yet.

    MCS integration is handled though a included package that can be uninstalled if your not using m3d.



    Thanks
     
    Last edited: Mar 15, 2017
    wetcircuit likes this.
  19. wetcircuit

    wetcircuit

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    I saw your post on the Playmaker forum….

    I'm looking for a system that could be used with Fuse figures…, but presumably if it works with Fuse it would work with almost any figure.
     
  20. auhfel

    auhfel

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    That's really cool. There's a strong chance that I'll buy this when it comes out.. =D
     
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  21. cwmanley

    cwmanley

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    Fuse models should work fine, but I will confirm. I did not even think of them...
     
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  22. reocwolf

    reocwolf

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    Man. Can't wait.
     
  23. chiapet1021

    chiapet1021

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    That would be amazing if it works with Fuse models. Even though Mixamo hasn't updated Fuse since getting acquired by Adobe, Fuse still works, since it just generates FBX files with the standard Mecanim rig. And it's staying free at least until they revisit Fuse development in the future (which per their community manager, won't be at least until after 2017).

    Getting custom content to work with Fuse mesh blendshapes when instantiated at runtime over the base body mesh is my main challenge. So if this tool can help solve that problem... :)
     
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  24. cwmanley

    cwmanley

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    Fuse works so far. The base models are a lot more manageable than mcs's.

    Let me know if there is any content you want me to demonstrate.

    Thanks for the info :)
     
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  25. chiapet1021

    chiapet1021

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    Sweet! Here's my wish list for functionality, no matter what the actual content is from Fuse:
    - Wrap individual clothing (or armor or hair) pieces to a Fuse body mesh in the editor.
    - Save wrapped clothing as prefabs for instantiation on a body at runtime.
    - During runtime, instantiate wrapped clothing onto a body mesh instance and have it conform as blendshapes are applied. (This would happen when a character equips an item from their inventory, for example.)
    - During runtime, destroy wrapped clothing that's previously been applied. (For example, when you unequip an item, or switch to a different item.)

    Using pooling is probably the most ideal situation, since instantiate and destroy are more computationally heavy, but I won't ask for that sort of integration just yet. :) Please and thank you!
     
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  26. cwmanley

    cwmanley

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    I decided to switch this to a UMA project.
     
    Last edited: Feb 22, 2017
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  27. chiapet1021

    chiapet1021

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    I read your post on the MCS thread. I hope you'll support Fuse (or other base meshes with blendshapes) as well. UMA has limitations in that the morphs are bone-based, so you don't get the same customizability that blendshapes provide.
     
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  28. cwmanley

    cwmanley

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    I hope to provide the same features minus the mcs integration.

    UMA support will greatly increase the flexibility of the skinning process due to the complexity of the UMA rig.

    Capture.JPG

    :)
     
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  29. Teila

    Teila

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    Would be a great addition to Uma!
     
  30. Jaimi

    Jaimi

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    Cool! If there's anything we can do to help, let us know. Are you on the UMA slack?
     
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  31. John-G

    John-G

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    Are you dropping MCS then?
     
  32. cwmanley

    cwmanley

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    Yes, sorry.

    We will need the official Artist Tools to make MCS content.
     
  33. cwmanley

    cwmanley

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    Thanks
     
  34. Teila

    Teila

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    Did these ever come out? Lack of content tools is what made me walk away from MCS. It is relatively easy to make content for UMA so it felt like moving backwards. Too bad because the potential was there.
     
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  35. wetcircuit

    wetcircuit

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    Agree. I went back to Fuse and was like "Oh yeah, this actually WORKS…" :rolleyes:
     
  36. chiapet1021

    chiapet1021

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    Not yet. The Morph3D community manager posted on their thread that an update will be forthcoming at GDC. No indication whether that meant the artist tools would be released to everyone one or be more closed initially.

    I totally agree that there's potential there, but even if/when those content tools become available, I don't know that I'd jump in right away. The long history of little-to-no communication and lack of transparency will be tough to erase.

    Fuse is nice in the meantime!
     
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  37. Teila

    Teila

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    Fuse is nice! If only it had runtime customization.
     
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  38. TeagansDad

    TeagansDad

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    The artist tools should be named "Morph3D Forever."
     
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  39. chiapet1021

    chiapet1021

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    Yup, and Mixamo/Adobe already said Fuse isn't getting any love this year ( :( ). But at least they were open about it--and the fact that Mixamo got acquired so the development teams could work on a new project for Adobe full-time.
     
  40. Teila

    Teila

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    Yes, and they are letting us use everything for free! I am pretty happy with my Adobe products honestly. We have two PS subscriptions and one Creative Cloud between the 3 of us. Well worth the cost. The girls get enough commissions to make pretty much pay for them.
     
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  41. cwmanley

    cwmanley

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    I dropped the fbx; which was a solution for MCS(large numbers of blendshapes) and a problem for UMA(models out of bind-pose).

    I need to do some more work, but the tool should work with most models now.

    I will post some images and videos, when I finish the new workflow.

    Thanks
     
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  42. cwmanley

    cwmanley

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    Yes, and No. Can I get invite @gmail.com :)
     
  43. Teila

    Teila

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    CW, if you send me your email via PM on Unity, I can invite you. I need your full email.

    I think Jaimi went to bed. lol

    Sent invite..maybe...:)
     
    Last edited: Feb 27, 2017
  44. cwmanley

    cwmanley

    Joined:
    Aug 8, 2013
    Posts:
    160
    Thanks
     
  45. cwmanley

    cwmanley

    Joined:
    Aug 8, 2013
    Posts:
    160
    I added some more features to the skin smoothing.

    The computation time is still the same; based on the distance between the smoothed vertices(etc), but we have more control of the smoothing.

    Thanks

    smooth.jpg

    Edit: I removed this feature before the release. After I fixed a bug with the Use Mapping option in the Skin Smoothing Section this should not be needed.
     
    Last edited: Apr 22, 2017
    Teila likes this.
  46. Teila

    Teila

    Joined:
    Jan 13, 2013
    Posts:
    6,674
    Wow!!! Looking good!
     
    cwmanley likes this.
  47. reocwolf

    reocwolf

    Joined:
    Aug 1, 2013
    Posts:
    182
    Can we get a small video showing it off? I'm really excited about this.
     
  48. cwmanley

    cwmanley

    Joined:
    Aug 8, 2013
    Posts:
    160
    I will upload a video tomorrow.

    Thanks

    :)
     
    Teila, wetcircuit and reocwolf like this.
  49. cwmanley

    cwmanley

    Joined:
    Aug 8, 2013
    Posts:
    160
    Model Trouble Shooting

    The source skinned mesh must be in a bind-pose.

    Capture.PNG


    Bind-posing a Skinned Mesh (Basic Workflow)


    1. Pose the Model.

    2. Bake the skinned mesh by right clicking the Context Menu on the Skinned Mesh Renderer component and selecting “Bake to Mesh Filter”.

    3. Open the Vertex Mapper under Windows/SKINN/Vertex Mapper.

    4. Set the Mesh Filter variable to the baked Mesh Filter.

    5. Set the Skinned Mesh variable to the skinned mesh.

    6. Check Bind-pose in the Skinning Section of the VM Window.

    7. Press the create button and Skip Mapping by selecting Yes.

    8. Save Assets by right clicking a Game Object in the Hierarchy and selecting "Save Asset(s)".




    Transform (UMA Workflow)

    The final transformation and mapping of the new meshes vertices. The transform override should match the SkinnedMeshRenderer’s mesh vertices.


    You can work with and maintain a transform offset.


    Untitled.png


    Thanks
     
    Last edited: Mar 24, 2017
  50. cwmanley

    cwmanley

    Joined:
    Aug 8, 2013
    Posts:
    160