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UMA Power Tools Support (v. 2.9)

Discussion in 'Assets and Asset Store' started by UnLogick, Jan 7, 2014.

  1. UnLogick

    UnLogick

    Joined:
    Jun 11, 2011
    Posts:
    1,659
    UMA Power Tools v. 2.10 Released!
    Asset store link: UMA Power Tools
    • Updated to match UMA 2.10
    • Fixed: Fixed the demo scene
    Known problems:
    • There seems to be a problem with blendshapes, for facial animation and salsa.
    Enjoy!
     
  2. natsims

    natsims

    Joined:
    May 21, 2018
    Posts:
    5
    Thank you much for the update! I briefly had a problem but a restart fixed it. I'll keep it here for posterity if it's a clue for later, but I'm currently very happy. Sorry for the freakout, I've been working on this for like 168 hours straight. (Oh and kids and another job.)

    Temporary bug: When I Save[d] Character Prefabs now, my happy little UMA completely disappear[ed], both in the Editor preview and when playing. The hierarchy looks good but no visuals (though the materials and textures are still there).

    A restart and a retry (on Save Character Prefabs) fixed it.

    PS I'm excited to see some Pipeline goodies in the extensions folders!

    [I'm in Unity 2018.4.20 (I have to be as I'm building avatars for VRChat for a peace summit).
    macOS 10.15. UMA 2.10.]
     
    Last edited: Jun 16, 2020
  3. UnLogick

    UnLogick

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    Edit: Glad to hear it was temporary.
     
    Last edited: Jun 16, 2020
  4. natsims

    natsims

    Joined:
    May 21, 2018
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    Sorry, I tried to catch you — I'm pretty sure the problem was on my end, the dread Human Error™.

    One legit follow-up question that I'm trying to figure out as I prep these avatars for VRC — when you build the prefabs, is there any way to be able to Configure the Avatar like you can with an FBX import? I can go item by item in the folder hierarchy for the prefabbed UMA, but I'm not sure I'm catching everything.

    Let me know if (1) you have thoughts or (2) it's a pretty noob question but you have a place to point me to. When you have time. Cheers!
     
  5. UnLogick

    UnLogick

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    Not sure I follow what you want exactly. Each prefab should have a copy of the avatar generated by uma. Working with custom avatars in uma is possible but far from trivial. Essentially you have to do this in the blinds prior to generating the uma.

    Alternately you can use my fbx exporter to get an fbx that you can then import and use the avatar configuration as normal.

    Not sure I really answered your question.
     
  6. natsims

    natsims

    Joined:
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    I think that does answer my question — sounds like it's quite difficult to directly configure the avatar framework in UMA. I was pondering the FBX route; I will try it tonight. Thanks again for your help & hard work. ‍
     
  7. UnLogick

    UnLogick

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    If you have the full uma atlas from power tools prefab baking, I would toggle texture export off on the fbx export. Since Power Tools is aimed at unity it respects the shaders and all texture channels. In contrast my fbx exporter gives you the deferred diffuse, normals and specular (pbr) which is more limited but work with most third party tools.
     
  8. Thorgrem

    Thorgrem

    Joined:
    Aug 19, 2015
    Posts:
    2
    When I make an Uma with "Save Character Prefabs", there is no Mesh created for the new Uma and the Character is Invisible. Restart and retry (on Save Character Prefabs) doesn´t helped for me.
    Unity 2019.4.0f1
     
  9. fgardler

    fgardler

    Joined:
    Jun 11, 2016
    Posts:
    31
    I have the same problem as Thorgrem. Prefabs don't work, also in 2019.4.0f1. Restart doesn't fix it.

    The problem is the mesh is None:

    upload_2020-6-19_1-30-31.png

    There are no errors in the console.
     
  10. UnLogick

    UnLogick

    Joined:
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    That sounds serious, my schedule has filled up and I don't expect to find time the coming week. But this will be fixed!
     
  11. fgardler

    fgardler

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    Jun 11, 2016
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    I look forward to it being fixed. I've heard of some problems in the V2 Asset Pipeline so I thought I'd revert to V1. I'm afraid it didn't help :-(
     
  12. Bantichai

    Bantichai

    Joined:
    Nov 6, 2016
    Posts:
    119
    @UnLogick Is the scene bone baking issue fixed now and also will it work with other UMA races like Will B's male/female base 2.0 or is it only the default UMA races?
     
  13. UnLogick

    UnLogick

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    My mind is blank, could be fixed or could be forgotten, how do you reproduce this issue?
     
  14. draverik

    draverik

    Joined:
    Feb 17, 2019
    Posts:
    5
    Hello,

    I bought you package FBX exporter (we use URP with unity 2019.4) and we have two problems:

    1. It dosn't export textures at all.
    2. Scale of exported objects are 10x smaller.

    It was very expensive package so I hope to get this working or refund.

    Best Regards,
    Damian
     
  15. UnLogick

    UnLogick

    Joined:
    Jun 11, 2011
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    1,659
    Hi Damian

    1. That sounds quite severe, I was already investigating an issue with the FBX exporter not exporting material color and was just about to post that fix when I saw this message, I'll be testing my new fixed version against 2019.4 to see if there are any problems.

    2. Fbx Scale is a constant problem, I have fixed the scale to match what Unity expects so that when you do a round trip you get the same back. All importers I know can adjust for scale, I did not add the capability to control fbx file scale manually.

    Please note this is the Power Tools support thread, the proper Fbx Exporter support thread is located here:
    https://forum.unity.com/threads/uni...-skinned-meshes-terrains-and-textures.434348/

    Regards,
    Joen - UnLogick
     
  16. draverik

    draverik

    Joined:
    Feb 17, 2019
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    I will go to this link - Contact form get me here :)

    Ok I will be waiting for update. About scaling - I export fbx -> and without any changes take it to my scene and models are 10x smaller.
     
  17. Bantichai

    Bantichai

    Joined:
    Nov 6, 2016
    Posts:
    119
    I just tested the Scene Bone Baking and I can't seem to save prefabs properly at all, I don't get a prefab just the UMA recipe. My previous issue with Scene Bone Baking was that it was not being enabled in the scene during runtime.

    If you could just test if bone baking works on your side and results in a prefab, that would be appreciated. I tested this on Unity 2019.2.21. I haven't been able to use your tool properly for over a year, the latest stable version for me was 2.7.

    Or do prefabs behave differently now? In the editor mode I can't see the prefab model at all, but once I place it into the scene it appears during runtime, is that how it is supposed to work now? Would get tricky with level design though if I can't see the prefabs in the editor mode.
     
    Last edited: Jun 30, 2020 at 2:53 PM
  18. fgardler

    fgardler

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  19. Bantichai

    Bantichai

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  20. p_hergott

    p_hergott

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    May 7, 2018
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    anything on the can't save prefab thing? no mesh
     
  21. Bantichai

    Bantichai

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    Nov 6, 2016
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    @UnLogick I know you are busy and I appreciate the existence of this tool, hoping you can solve this issue soon. Right now I'm still using 2.7 just to get by.
     
  22. SickaGamer

    SickaGamer

    Joined:
    Jan 15, 2018
    Posts:
    993
    Yeah i had the same issue with exporting to prefabs the UMA lost the colors on its slots.
     
  23. LECLERE

    LECLERE

    Joined:
    Yesterday
    Posts:
    1


    Hello, when I create a prefab everything is going well except that UMAMESH disappears and makes the prefab unusable. How to do? Think's
     
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