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UMA - Unity Multipurpose Avatar on the Asset Store!

Discussion in 'Assets and Asset Store' started by FernandoRibeiro, Dec 24, 2013.

  1. FernandoRibeiro

    FernandoRibeiro

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    Hey =)
    I´ve tried this on blender, and at least some months ago it was possible using Legacy animation and avoiding exporting the adjust bones for the animation, but UMA now requires Mecanim avatar update to adjust body shape, or animation will reset animated bones to original size and position.
    Why are you avoiding using mecanim?
     
  2. Silly_Rollo

    Silly_Rollo

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    Yep my shoe problem turned out to be materials. Thanks ecurtz!

    We figured out the Random Pool part of the git version of UMA and its pretty awesome. I can bet a lot of artists are going to like that when it hits the asset store.
     
    Last edited: Mar 6, 2014
  3. Silly_Rollo

    Silly_Rollo

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    I do get this error on occasion dealing with the random pool.

    "IndexOutOfRangeException: Array index is out of range.
    UMA.ColorizeTextureRectCoroutine+<workerMethod>d__0.MoveNext ()"

    Since it doesn't have a line number I'm not certain what it is concerning. Any ideas?
     
  4. UnLogick

    UnLogick

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    It doesn't have a line number because the function is inside the UMA.dll, there are two reasons I can think off that would cause this to fail.

    • If you're destroying a UMA character while the UMAGenerator is creating/updating it.
    • If any of the overlays are invalid or the internal textures of the overlays have been destroyed or are invalid.
    I hope this helps.
     
  5. FernandoRibeiro

    FernandoRibeiro

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    =)
    My first guess would be the Overlay Texture resolution don´t match the base texture. For example, if you´re trying to use a 2048x2048 overlay for the head or an 2048x1024 for the body would generate this.
    Cheers
     
  6. Venged

    Venged

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    Is there a video for rigging the UMA bones to your own mesh? Thanks
     
  7. UnLogick

    UnLogick

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    UMA entering release cycle for version 1.1

    New features includes:

    • Warnings for all API that will removed in version 1.2.
    • Additional Bones is now working correctly!
    • Lot's of fixes.
    • Inspectors to set up Bones for SlotData and the like.
    Warnings for all API that will removed in version 1.2 (Joen and Eli)
    If after updating to 1.1 your project gets warnings like:
    UMADLL\UMAEditor\RaceInspector.cs(48,23): warning CS0618: 'UMA.UMAData.tempBoneData' is obsolete: 'Access to tempBoneData will be removed, use BoneData() methods!'
    You need to find a method that will retrieve the data for you. To allow UMA to move forward it's very important that you do not access internal data lists directly! If no method exist please let us know exactly what data you need to access and we'll create a method that retrieves this data for you. Having this one layer of abstraction will allow us to change the internal workings of UMA without breaking your code! Don't worry about UMA bloating it is still lean and clean! But having a layer of abstraction is crucial to allowing UMA to move forward! And there are more things to come, we have branches with Mecanim Generic support and other goodies on the way.
    - It is worth noting that this pattern will continue, version 1.2 will mark new stuff as obsolete that will be removed in 1.3 and so on. These warnings are not dangerous! All obsolete API will continue to work until version 1.2!

    Additional Bones is now working correctly! (Joen)
    When adding Mecanim support to UMA I accidentally broke the code to handle Additional Bones. It's been a long haul to figure out exactly what went wrong. For a long list of all the problems I've fixed come to Copenhagen and share a beer with me. Suffice to say it's working now!

    Lot's of fixes and improvements
    Everybody have been hard at work to fix all the small issues that arose after launch in December.

    Inspectors to set up Bones for SlotData and the like. (Eli)
    Eli have been hard at work to improve the RaceData and SlotData inspectors. So you can now set up stuff like AnimatedBones in a clean and intuitive way.

    What happens next.
    We expect to push UMA 1.1 to the Asset store in one week!

    If you're a content provider on the asset store please grab the latest version directly from our Git repository at https://github.com/huika/UMA and test your content against the newest version. Some warnings about obsolete code should be expected, these are as noted above not dangerous, but steps should still be made to remove the warnings. The grace period for these warnings is one month (from the date of the actual launch) after that all packages are expected to be free of warnings!

    If you want to help out testing UMA 1.1 please grab the latest version directly from our Git repository at https://github.com/huika/UMA and tell us if you encounter any problems.

    Regards,
    Joen Joensen, UnLogick
    On behalf of the UMA Steering Group
     
  8. jzela

    jzela

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    This is great news! It's excellent to see UMA being pushed forward to the next level.

    Thanks!
     
  9. Mikie

    Mikie

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    Joen, have you updated the readme file. Looks the same as 1.0.
     
  10. UnLogick

    UnLogick

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    The what? We have a readme? I'll make sure to delete that!

    I've updated the _ReleaseNotes.txt, located in the UMAProject/Assets/UMA folder (this is the git folder that we publish to the asset store.)

    The ReleaseNotes now states that upgrading should be done one minor version at a time, removing all warnings. And other than that refers to the github changelog. If you want more I'll be happy to provide you with git write access so you can keep the ReleaseNotes file up to date. :)
     
  11. Mikie

    Mikie

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    Joen, we do need some humor in life. If I copy the UMA directly into a old 1.0 project directory will this cause me any problems. I am thinking about trying to creating some avatars(I am not very good with Blender).
     
  12. Mikie

    Mikie

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    When I load power tools into 1.1 I get this error "ssets/UMA/Extensions/UMAPowerTools/Scripts/UMAEditorAvatar.cs(62,33): error CS1061: Type `UMAContext' does not contain a definition for `UpdateDictionaries' and no extension method `UpdateDictionaries' of type `UMAContext' could be found (are you missing a using directive or an assembly reference?)"
     
  13. UnLogick

    UnLogick

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    Thanks Mikie, I'll make sure that get's fixed before the final 1.1 release.
     
  14. derkoi

    derkoi

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    I've been trying to create my own clothing using Marvellous Designer blender as per the tutorial video.

    I created a hooded top everything seems to be fine in blender, everythings weighted properly deforms along with the skeleton but when I import it to Unity set up the slot overlay I get this....

    $Screen Shot 2014-03-08 at 16.20.16.png

    No idea what's happened, any suggestions please?
     
  15. cynel

    cynel

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    beats me is it a simulation error?
     
  16. Arakon

    Arakon

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    This looks like a scaling issue. When importing in unity change the scale to 1 instead of .01 (default). It is mentioned very briefly in one of the videos.
     
  17. derkoi

    derkoi

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    I had already done that. Turns out it was an orientation issue
     
  18. EmeralLotus

    EmeralLotus

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    @derkoi,

    I might have the same issue.

    Can you be more specific as to what the orientation issue was and what you did to fix the problem ?


    Cheers.
     
  19. derkoi

    derkoi

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    Well, I'm not normally a user of Blender, I use 3DS Max. So I imported the exported fbx from blender in to max and imported the base model, i noticed the pivot orientation wasn't the same for both models so I adjusted the clothings pivot to match the base models orientation and it lined it up. But was still distorted.

    I think the pivot orientation isn't lined up in blender, which is where I added the bone weighting like the tutorial suggested. I'm not sure how to change the pivot orientation in blender though but I think it would need changing before weighting the model.
     
  20. hopeful

    hopeful

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    Any update you can give us on this?
     
  21. Nejo

    Nejo

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    Is there an art pipeline tutorial for replacing our own custom meshes for base models? i've been looking for a while and haven't found anything yet.
     
  22. derkoi

    derkoi

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    I'm trying to add a Baseball cap to the avatar, using the same method as adding other clothing but for some reason I get this error, anyone have any ideas please? I've tried changing slot numbers various other changes but it makes no difference.

    Also, can someone give me any guidance on changing the clothing colors at runtime? Thanks
     
    Last edited: Mar 10, 2014
  23. FernandoRibeiro

    FernandoRibeiro

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    Hi there!

    UMA is entering release cycle for version 1.1, planed for the end of this week. I´ll wait until AssetStore version is updated, so we can work on latest changes. It won´t take long now =)
    New features include dynamic bones, especially useful for characters with tails and wings.
     
  24. FernandoRibeiro

    FernandoRibeiro

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    Hi there! Great to see more artists planning on content creation! =)
    It´s the same answer as above, update is planed for this week, and after that I can record new videos.
     
  25. Nejo

    Nejo

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    OmGosh, Thank you. I've been eager for this, and trial and error has been...well, a lot of errors and very trying. THANK YOU. I'll be looking out for it.
     
  26. FernandoRibeiro

    FernandoRibeiro

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    Hi there!

    The Baseball cap vertices are skinned to which bone(s)? Are you using MaterialBuilder to generate the slot?
    Also, you need an base overlay for this new slot, is that included?

    Considering changing clothes and colors, are you a programmer? Right not it still require programming knowledge. If that´s no the case, I would recommend taking a look on the AssetStore for the packs created for simplifying this process with artists in mind.
    Cheers
     
  27. derkoi

    derkoi

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    The mesh is skinned in 3ds max using the skin wrap of the male base mesh. I exported the carp along with the rig.

    Yes I am a programmer, not an amazing one though but I get by. :)
     
  28. FernandoRibeiro

    FernandoRibeiro

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    Great =) You might be missing a important step from Lane video tutorial: are you attaching the cap to the body base mesh and then removing the body vertices, so it can inherit both the orientation/scale and the bone list? I would consider the skinning bone list is not matching correctly.

    Also, are you using MaterialBuilder? It´s necessary for Max users.
     
  29. derkoi

    derkoi

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    Thanks for the help. No i'm not attaching the cap to the body base mesh, should I? Yes I am using the MaterialBuilder.
     
  30. FernandoRibeiro

    FernandoRibeiro

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    Try following all the steps here:
     
  31. derkoi

    derkoi

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    Thanks, I watched the video, swapped the animation to legacy used the MaterialBuilder to create the slot instead of copying over another slot modifying it. It works perfectly now.

    $Screen Shot 2014-03-11 at 09.10.05.png

    So how do i change the colors and slots at runtime via script?

    Do I use this and mark as dirty?

     
  32. ImpossibleRobert

    ImpossibleRobert

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    Hi,

    I noticed a strange material error which I cannot solve on my own. It can be reproduced easily with these steps:

    • Open UMA Project, Sample Scene02
    • Build for Android and start on device
    • Hold Home-Button and switch to another application
    • Hold Home-Button and switch back

    On the screenshot below you can see the result. All materials seem to be gone. What steps are neccessary to correctly awake after being paused?

    $2014-03-11 18.23.03.png
     
  33. Mikie

    Mikie

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    What kind of a android are you using? When I use 4.3.3 to publish to my Droid 2. It locks up when I exit the app.
     
  34. ImpossibleRobert

    ImpossibleRobert

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    I use a Samsung S4 with Android 4.3. What do you mean with lock up? It does not react anymore? I can switch back and forth between apps through the task manager but the materials are gone.
     
  35. Mikie

    Mikie

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    It literally "bricks" my Droid 2. I have to remove the battery to get the Droid to start. When you put your app on your phone and it runs and you want to quit. And hit home button what happens? The Droid 2 is made by Motorola.
     
  36. UnLogick

    UnLogick

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    Well the problem is that the RenderTextures are no longer valid. There are two ways to handle this, one is to rebuild the textures when you switch back. Simply calling umaData.Dirty(false, true, false); will trigger texture regeneration.

    The other way is to set ConvertRenderTextures to true. Converting a render texture to a normal texture means transferring the data from gpu back to cpu so it produces a slight overhead on character generation. Once the app awake it will automatically load the data from cpu and back to gpu.
     
  37. UnLogick

    UnLogick

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    Cool stuff!

    Well that would work and would be a simple catch all if you just add umaData.Dirty(false, true, true); in there. That will take care of different caps and everything.

    Alternately you could try something like this:
    Code (csharp):
    1.  
    2. umaData.umaRecipe.slotDataList[15].GetOverlay(0).color = Color.black;
    3. umaData.umaRecipe.slotDataList[15].SetOverlayColor(Color.black, "Bba ll_Cap");
    4. umaData.Dirty(false, true, false);
    5.  
    The first two lines does the same. It just shows different approaches. The last one tells UMA that only textures should be affected so no reason to rebuild the mesh. Please note that when changing the base overlays you also need to rebuild the mesh if the new overlay have a different size. This is because the texture sizes affects the UV coordinates of the UMA mesh.
     
  38. FernandoRibeiro

    FernandoRibeiro

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    You´re probably running out of memory.
    It´s outdated, but take a look on the OverlayLibrary part of this video to understand:
     
  39. FernandoRibeiro

    FernandoRibeiro

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    Or you recreate the entire recipe slotDataList, or you access the overlay directly and change it using SetColor. Take a look on the manual for more information concerting SetColor.
    Cheers
     
  40. ImpossibleRobert

    ImpossibleRobert

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    Hi,

    first of all: I love UMA, it's an amazing piece of work. Thanks a lot for creating it. The more I use it the more I now come into a phase where I would need all kinds of clothes, hats, beards, noses, accessoirs etc. Is there any package available that provides additional clothing and parts for UMA? I saw the armor on the asset store but that's it. I would imagine that quite many people (me included) who don't have the skills or the time would love to pay for assets like that.

    Cheers, Robert
     
  41. ImpossibleRobert

    ImpossibleRobert

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    Without some slight facial animation the characters seem a bit like zombies. Is there a script or easy way to have random eye blinks? How would one do that?

    Also, I read some statements about facial animations but not really a straight forward recommendation. What do the experts here recommend to really easily (I'd put the focus on easy) add some basic mouth animations to the characters?

    Thanks a million, Robert
     
  42. FernandoRibeiro

    FernandoRibeiro

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    Hi there Robert!
    All content available for UMA is here: https://www.assetstore.unity3d.com/#/search/uma
    I´ve been providing some high quality overlays based on 3d scans, this is the thread link: http://forum.unity3d.com/threads/221642-UMA-3dScan-realistic-textures

    There´s a Dev working on facial animation for UMA, can´t confirm when his pack will be available though.
    Cheers
     
  43. adventurefan

    adventurefan

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    The simplest method would be download uma content pack, open male or female unified FBX file in a 3d program, just rotate the jaw bone (mandible) up and down in a simple animation and export that animation as fbx. You need a newer version of UMA resources to show this properly in unity, which you can download here. https://github.com/huika/UMA I did all that and it works fine.

    Dunno about blinking. I was thinking a texture trick that shows a closed eyelid would be good enough but I haven't done that yet. I don't really see an eyelid with a bone for that in the model. edit: actually I'm stupid there are lid bones called like leftupperlid, and leftlowerlid, and of course rightupperlid, rightlowerlid. So I would try those out, animate them in a 3d prog and see if they'll animate in unity.
     
    Last edited: Mar 12, 2014
  44. tomi-trescak

    tomi-trescak

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    How do I setup the Animation Controller for the whole crowd?
    For the individual it is easy, but for the whole crowd I am missing the field there.

    Thanks

    Tomas
     
  45. UnLogick

    UnLogick

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    I believe UMA 1.1 release candidate have this feature.
     
  46. derkoi

    derkoi

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    Excellent, thanks guys I have the colors changing now.

    Another thing I'm unsure about is how to remove a slot, say the Baseball cap. I add it with the following:

    Code (csharp):
    1. umaData.umaRecipe.slotDataList[15] = slotLibrary.InstantiateSlot("Baseball_Cap");
    But if I wanted to remove it, or replace it with another hat, what would the code be? I assume replacing it with another hat would be something like this?

    Code (csharp):
    1. umaData.umaRecipe.slotDataList[15] = slotLibrary.InstantiateSlot("Different_Hat");
     
  47. Mikie

    Mikie

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    Joen, have you fixed the bug. Power tools in 1.1.
     
  48. ecurtz

    ecurtz

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    This has been on hold while we've been working on skeleton stuff in the base library, but here's a very early WIP look at the facial stuff I'm working on. The poses here haven't been polished and there are some pieces missing completely but I should be back working on it soon. https://dl.dropboxusercontent.com/u/8494826/ExpressionTestHP/ExpressionTestHP.html
     
  49. ImpossibleRobert

    ImpossibleRobert

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    ecurtz: this is really great already. Are you using faceshift to record the animations and then you have created a mapping so that the correct parts in the UMA avatar move? Wouldn't it be very easy with this technology to create a blinking eyes script without any prerecorded animations?
     
  50. ecurtz

    ecurtz

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    Yeah, the test animation is the one from the FaceShift demo. The goal is to support playback of animations made in FaceShift and Face Plus as well as include a limited editor and a bunch of pre-made clips. Doing an automatic blink would be very easy, so I'll be sure to include that as well.