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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. Jaimi

    Jaimi

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    It's been a long time since I've seen any UMA 1.X stuff. You might have to load an old UMA 2.0, and use that to convert the slots.... I don't remember. but you will definitely need to create new materials, and use the old shaders (unless you have the source materials).
    Do you have any UMA 1.X stuff? That stuff is really, really old.
     
  2. NewMagic-Studio

    NewMagic-Studio

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    I dont have any uma character but i have seen some in the Asset store
     
  3. Deleted User

    Deleted User

    Guest

    Hello Jaimi

    I got a professional Games Industry 3D Artist to mould the FBX into the exact UMA specification. It still did not work.

    I did not check the console for messages of errors, I don't think there were any.

    We still like UMA and greatly respect it. Do you have an email address. Perhaps I can send you the FBX to see if you can import it?
     
  4. Jaimi

    Jaimi

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    Sure, I will IM it to you.
     
  5. hopeful

    hopeful

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    Usually it is something very simple that was overlooked. One misstep in the workflow will prevent a successful result.

    The key in learning to create for UMA is to take one simple object and take it through all of the steps to where it finally appears on the generated UMA. Once you've got all the steps into your workflow, you're golden.
     
    1 person likes this.
  6. Deleted User

    Deleted User

    Guest

    We may resurrect this as the UMA guys are going to help. It is as you say, each step was painstakingly followed until the break in content generation.
     
  7. mobicus

    mobicus

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    Hello. I'm hoping someone here can help me. I've been following the UMA tutorials by Secret Anorak and got everything working for a custom character model using only 1 slot.

    When I try to extend it to 2 slots (one for the head and one for the body), I lose textures on both pieces. However, when I remove one of the slots at runtime, the textures pop back in for the remaining slot. Both are using the same overlay.

    Has anyone else ran into this issue?
     
  8. Jaimi

    Jaimi

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    For atlases to work correctly, the model has to be unwrapped and the uv coordinates must all be in the range of 0..1 - specifically, they must not be tiled. If you want tiled textures you must not atlas them. I recommend fixing the uv in the editor. But you can also try turning off atlassing in the umamaterial. This will slow down rendering, though.

     
  9. mobicus

    mobicus

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    Turning off the Atlasing seems to have fixed it for now. I may have to look into unwrapping the uv for the future. Also, I had to change my Material Property Name in the UMAMaterial from _MainTex to _DetailAlbedoMap for it to show correctly.

    For reference, I am using a character I made in MagicaVoxel, and the texture came from there as well. It's a 256x1.
     
  10. PabloEscobarofgames

    PabloEscobarofgames

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    Anyone here have any idea why Cloth wouldnt contain defintion for things?

    upload_2020-3-2_15-32-23.png
     
  11. Jaimi

    Jaimi

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    My guess is that you have another class named "Cloth" somewhere in your project that interferes with the Unity version.
     
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  12. NewMagic-Studio

    NewMagic-Studio

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    I wanted to use uma characters for the character in a VR game where i use puppetmaster and finalik unity asset store packages which add rigidbodies and colliders to the different parts of the body and control them, would UMA 2 be compatible with this?
     
  13. hopeful

    hopeful

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    FinalIK and Puppetmaster both have UMA compatibility scripts as part of their systems, but I don't know if they are currently updated.
     
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  14. FernandoDarci

    FernandoDarci

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    Sorry, but I just think so it´s hard and confused to make recipes and all stuff. That´s a great asset, and sure that the character creation is both a bottleneck and a reason to stop projects in many cases ( like alone indies that understand all code stuff, but don´t have any talent designing characters - Yes, it´s my case)

    So something just pass by my head... Since UMA was created to fill this hole, why we don´t start to work in a new version of it, more clean, more friendly... A big example is Koitaku/Koitatsu Party. Was made in Unity 5.6.2. Have a LOT of character customization (and a charming anime shader). Despite from be a Hentai Game, have MASSIVE improvements of their modding community. VRoid is a quite mess to make something really great, but MMD also have the more numbers of contribution assets I see on lifetime.
     
  15. FernandoDarci

    FernandoDarci

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    Unreal engine EVER have the most cool shaders of earth. Since the first release, the graphics are stunning compared with another engines. What you look maybe you can afford with the new burst + ECS system on Unity, that gives a out-of-the-mind performance.
     
  16. Jaimi

    Jaimi

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    We are trying to make this easier and better all the time. It's an open source project, and you are more than welcome to jump in. There are several scenes included that make it easy to design the characters, as long as you have the slots/overlays created or purchased, this should be a simple task. Creating new races is tough, because there's a lot that has to be configured. The tools can be more user friendly for this (it's on the roadmap to make a node-based creator), but in the end, that data has to all be managed somehow.
    Again, we are happy to hear ideas, and even happier when people contribute. New art is always great to include also. So if you want to start, our github is here: https://github.com/umasteeringgroup/UMA

    The discord and slack are in the documentation also.
     
    hopeful likes this.
  17. Ne0mega

    Ne0mega

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    the difference between playing a game and making one is the former is easy and fun, the latter is incredibly difficult and constant frustration, tedium, and trying to figure out why something isn't working.
     
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  18. fanoen

    fanoen

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    Looking for some recommendations on how I can manage the support of armor on ~12 or so playable races in an MMO.

    For some background, I have a fair amount of programming experience and have very little to no modeling experience. I have been building out the server side and a relatively basic client for a few years now, and I'm finally getting to the point where I'm spending more time on content. I have been using the base human UMA models since starting my project, but I'm now trying to figure out how to approach mapping say, an Iron Breastplate, so that most playable races can equip it.

    Here are the playable races I'm planning to support:
    Barbarian
    Dark Elf
    Dwarf
    Erudite
    Gnome
    Half Elf
    Halfling
    High Elf
    Human
    Ogre
    Troll
    Woof Elf

    Initially my plan was to simply use the base human models and adjust the dna type for each race. For example, barbarians would just be slightly taller with larger muscles.

    However, I feel like stretching the human big enough to be.. say an ogre.. or small enough to be a dwarf/gnome won't look all that realistic.

    Now one of the things I'm wondering.. if I were to have a separate model for the ogre race, and a separate model for the dwarf race.. will I need to refit all of the UMA human-based armor to fit my ogre/dwarf models? If so, are there any tools out there to help speed up the process or does this need to be done by hand?

    My current thinking is that I would use the base human model to support most races, use https://assetstore.unity.com/packages/3d/characters/uma-ogre-race-pack-161764 to support ogres/trolls, and use https://assetstore.unity.com/packages/3d/characters/uma-dwarf-race-pack-153756 to support gnomes/dwarves/halflings. That would mean I could take any human supported armor and refit them to 2 other models, rather than 12.

    Any suggestions/ideas on how I can make this easier? Or do you think my last approach is the best solution to keep the races somewhat realistic without refitting each armor model to 12 separate race models?
     
    Last edited: Mar 8, 2020
  19. hopeful

    hopeful

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    I think the simple answer is: if they all have to share armor / clothing slots, then they have to be slot-compatible. Which means the same basic body model, and differentiation occurring by DNA and cosmetic slot selections, like restricted choices for faces, skin, hair, etc.

    For instance, Ogres and Trolls would be forced to select from certain faces that are not available to Half Elfs or High Elfs. Something like that. Maybe the Ogre has tusks, an earring, a bone necklace, or something that some of the others wouldn't have, like Halflings and Erudite.

    I don't think you will need to do separate races. That could get to be a big task.
     
  20. fanoen

    fanoen

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    So you're suggesting that I stick with 1 model and adjust the DNA to define each race? If so that would make things a lot easier. Maybe I do just need to spend more time adjusting the DNA types, changing the faces, adding more decorative layers until the "races" start to look more realistic.
     
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  21. ecurtz

    ecurtz

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    You can also use Blender or another 3d modeling program to "pose" your other races in the same way you would make an animation by adjusting the bones to your liking. That's considerably more flexible than using the built-in DNA adjustments and then you can use that adjusted model to define the base state of your new race.
     
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  22. hopeful

    hopeful

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    Yup. I think if you use the same body model, and apply different DNA values and restrict decoration according to race, that would be the best route to go.

    It would be more art pipeline efficient, more game resource efficient, more efficient in terms of programming, UI, and probably animation, too.

    In terms of game mechanics, players can then access the same armor and weapon loot. So it's a level playing field there, even if you decide to give different races different native abilities.

    Having said that, while UMA was originally designed to work with one body mesh and a slider to change sexuality, from the first release it has been broken into male and female models. If you pursue that path, you'll have to do separate male and female slots for the armor and other costuming.

    Personally, in terms of work, I'd rather have just one unisex model that I apply art to, but I haven't tried it yet. In theory, you should be able to swap torsos, for instance, or slim arms and more muscular arms. So long as the polygons in the body mesh match up, you should be able to swap body slots.
     
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  23. Jaimi

    Jaimi

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    You can also create "Bone poses" for your model in the editor, that will allow you to set the size without DNA. It's basically a set of bone adjustments that apply to the base skeleton before DNA is applied. All of the current race use boneposes (it's set on the converter controller), so you can see a sample. You can either create one in a modeller, or you can use the internal UMA tools to adjust it.
     
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  24. hopeful

    hopeful

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    It's also a good plan to follow in case you decide to branch out and create even more races down the road. Like, let's say you complete your game and decide to work on an "epic" update by adding new epic races.

    Like, let's say you want Ogres to include subsets of Wild Ogre, Ogre Shaman, and Ogre (normal).

    Or more elvish groups, like light elves, wolf pack elves, or whatever.
     
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  25. fanoen

    fanoen

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    Awesome thank you all for the suggestions! This sounds a lot more manageable. Time to do a deeper exploration of UMA armor sets on the asset store to determine whether I should attempt a unisex model, then start creating some bone poses for my races :D
     
  26. AbdelnorBousmina

    AbdelnorBousmina

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    Hi there!

    I'm trying to set my UMA characters height via DNA setters but I can't manage to get precise results :/
    Is there a different method to do it ?

    Here is what I tried so far :
    Code (CSharp):
    1.  var dna = avatar.GetDNA();
    2. float newHeight = float.Parse(heightIF.text);
    3.  
    4. float newValue = (newHeight * 0.5f) / 1.78f;
    5.  
    6. dna["height"].Set(newValue);
    7.  
    8. avatar.ForceUpdate(true);
    1.78 is the actual height I measured in unity editor but it does'nt seem proportional to the dna value.

    Thanks for your help :)

    EDIT !!
    Nevermind, I've found my mistake ... it was quite obvious, height is limited, knowing this, I just needed to inverse lerp my height

    I leave my post in case it could help someone :)

    Here is the correct code :
    Code (CSharp):
    1.  var dna = avatar.GetDNA();
    2.  
    3. float newValue = Mathf.InverseLerp(0.875f, 2.675f, newHeight);
    4.  
    5. dna["height"].Set(newValue);
    6.  
    7. avatar.ForceUpdate(true);
     
    Last edited: Mar 10, 2020
    Jaimi likes this.
  27. xeye

    xeye

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    Just getting started with UMA! It appears very robust and powerful - I went through all the 101 youtube vids and starting with 200's. I've hit a snag where I am taking the base creation mesh 3DS Maxfile and trying to import a slot from that exported FBX. Watched a very helpful video (here) on how to properly export from Max for just this purpose, though it is very dated - and watching the more recent AS video here to show how to import/create a slot etc.

    Anyway long story short, once I hit the "Create Slot" button I am getting a folder w/ Overlay, Recipe, and Slot, but there is not a skinned mesh showing up in there. I even tried merely exporting the original base mesh from that Max file by itself and same issue. I will continue looking through this nearly 200-pg thread and googling otherwise, just curious if anyone can suggest anything, thank you!
     
  28. Jaimi

    Jaimi

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    The skinned mesh was a byproduct of the generation process and is not needed. I changed the generation process to delete it to save space. The whole of the mesh data is contained in the SlotDataAsset, so you are good to go.

     
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  29. xeye

    xeye

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    I appreciate the very quick response. The mesh still isn't showing up on the model, so I will go back through the pipeline and see if there is anything else I can do..
     
  30. Jaimi

    Jaimi

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    The most common cause of this is the import scale (depending on your export parameters, they may have to be scaled up by 100 in the import settings) - this is counter intuitive as Unity does some magic in the background to make it look correct (scaling the gameobject). If this is the case, the SlotBuilder should have shown a warning that it was very small.
     
  31. hopeful

    hopeful

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    It can be hard to get all the steps right. But once you figure it out, you should be good to go.
     
  32. xeye

    xeye

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    FYI! After some days of banging my head around over this, I have got the import process down working from 3DS Max -> current version of UMA. It may be detailed elsewhere in this long thread or elsewhere, googling hasn't found me anything more recent than a 2014 YouTube video (Max export) and then trying to import into the latest Unity/UMA. Anyway I thought I'd put the process I used here, in case it is useful for anyone else - since it was driving me batty and I didn't really feel like trying to learn Blender at this point in time. (Note: I am using 3DS Max 2014, UMA 2.9)

    Reference - much of what is mentioned in this 2014 Max - UMA video still held true in my case. Must-watch for reference however. Important steps to note, and these may be different than what you will need, but it has worked for me:

    1. Grab the UMA content pack 1.1.0.1 here. Inside of that is an FBX folder, you want to use the Male_Separated.FBX file. NOTE there is a newer content pack as will with newer FBX in there under the Mixamo folder, I haven't tested, might be applicable, I've no idea.

    2. In Max, do File/Import into a clean scene. A few important things to note: probably already want your Customize/Units Setup to be set to CM beforehand. Do the import, when the options window pops up, mind the following:
    - "Include" should like be set to "File Content: Add," not doing so could result in an empty import and you'll have no clue why.
    -"Bone Creation/Bone Conversion" should be Leave as Bones
    -"Units" should be coming in at Scale Factor of 1. This will likely not mean the Automatic checkbox, you should just be able to hit the "Files converted to: Centimeters" option and be good.
    - Other generic settings should be alright.

    3. At this point, I suggest going to Tools: Manage Layers in the main menu option, and throw all your geo into one Layer, and the rest of the stuff (bones) into another Layer. Then if you are importing an already-created mesh to match up, bring that into it's own layer. AT THIS POINT, THE NEW ALREADY-CREATED MESH IS HOPEFULLY A PERFECT MATCH WITH THE ORIGINAL UMA DUMMY! Size, placement, pose etc.

    4. Watch the vid mentioned above to see how he assigned current bones to the new geo, here's the skinny real quick if you are lazy:
    - Original separated geo,do a Utilities/UVW Remove/remove Material
    - hide everything except for, say, the Legs
    - Take new clothing mesh (or whatever), either join it all together (if it will only be used that way) or repeat the following process for each export - with orig Legs selected, do Edit Mesh/attach new clothing geo to it.
    - With new joined mash selected, select that clothing geo you'd just attached, and detach it from Legs, name it something sensible ("New Suit" or whatever)
    - select the just-detached New Suit and do (top File line) Modifiers/Animation/Skin Wrap
    - in the Skin Wrap, select Add button and click on those orig Legs, then end the Add mode.
    - Scroll to the bottom of the Skin Wrap Modifier and hit Convert to Skin button, now all of your bone weighting associations are assigned.
    - You'll need to likely do some manual weighting at this point. Have fun w that.

    5. At this point, you are ready to export. Make sure to delete all the original "separated mesh" geo (handy if you just had it in its own layer). Now select everything else left in your scene (new mesh and all bones) and export that. Make sure Scale Factor is still at 1, Axis Conversion is Y-Up, rest of the default settings should hopefully be alright.

    6. Go to Unity, and import your new mesh. A few things to notice:
    - when I dragged my new FBX into the scene it was TINY. I adjusted it's Model/Scale Factor to 40 and it was a perfect fit. No doubt someone will chime in saying I did something wrong, but if you are using that original provided FBX and want it to match with what is in a current UMA scene, this is apparently the proper value.
    -set Rig/Animation Type to Legacy

    7. That's it! I got everything working as expected. Follow the SA YouTube video explaining how to convert into a slot and it seems to just work from there. As discussed in my previous convo above, you will no longer see a mesh in your actual created slot, so don't freak out about that.

    8. CAVEAT - The arm pose (A-Pose) of my new model is not matching up with the pose of the UMA model in the Unity scene (T-Pose), so I will have to deal with pose & rig issues on that end. I suspect there's a way to get the current mesh loaded in Max so I can work from that, maybe it's one of those newer Mixamo files I mentioned earlier. I will update this post if I figure anything else out. Anyway just wanted to put this somewhere in case it could help anyone else, since I literally burned hours trial-and-erroring before finding something that was kinda working. Thanks again to the posters above who helped steer me a bit, and of course the gentlemen who created those YouTube vids that I referenced as well.
     
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  33. xVergilx

    xVergilx

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    Hi, been trying to use UMA 2.9 with HDRP.

    I've replaced according materials + texture properties on the UMAMaterials;
    However, colors / shared colors aren't applied to the materials. Is there anything else I'm missing?

    Edit: Nvm, after re-importing some assets shared colors got lost on the recipes.
    That was the issue.
     
    Last edited: Mar 15, 2020
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  34. umutozkan

    umutozkan

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    May I suggest posting these on a separate thread here (UMA Community forum).
    This kind of informative posts tend to get lost in the 196 pages long thread :)
    It would be easier for other people to find it.
     
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  35. Harekelas

    Harekelas

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    Hello, I got a question about mesh combining in UMA, can I let certain meshes not merged into the overall character mesh? For there is a vertex limit (max 65k vertices) in one mesh in unity, and I'm trying to add some next-gen hairs on my character, the hair mesh usually take 10k to 20k vertices, this'll largely limit the vertex count for equipments. So I'm wondering if I can leave hair out of the character mesh and save some vertices?
     
  36. Umbongo

    Umbongo

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  37. Spork

    Spork

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    Hello. I've been working with UMA 2 for a bit and am wondering what is the best and most recent information on using cloth simulation? I'm following this link, - http://umawiki.secretanorak.com/Cloth - but wonder if there is even better info out there? I've already set up my FBX cloth asset, fyi. Thanks!
     
  38. Jaimi

    Jaimi

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    You can make sure that the hair goes onto a separate mesh, by assigning it to a different UMAMaterial. You can even make sure the hair goes on it's own separate texture (so it wouldn't be shared with a beard texture for example), if you turn atlassing off on the UMAMaterial.

    As well, the next version (waiting on code review) adds support for 32 bit meshes. That does eat up more memory, though (for the build buffers).
     
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  39. Jaimi

    Jaimi

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    100 characters shouldn't be a problem if you're managing the textures right. My guess would be that you are overbooking texture memory on your card, and this is causing something to crash.

    First, it's important to say that by default, UMA keeps the generated texture atlases as Render Textures. That means, they live in Video RAM. So, I would recommend doing two things to see if this is an issue:

    1. On the UMAGenerator, set the "Initial scale factor" higher. If you have it set to 1, set it to 2. If 2, set it to 4. This will lower the atlas size by 75%. This will tell you if you are running out of texture memory.

    2. Make sure you are using the UMASimpleLOD on your prefab. This will dynamically lower the texture size based on distance.

    If that is it, you need to start down the path of figuring out how to optimize memory usage. This will involve possibly permanently doing some of the things above, but may also involve you lowering texture sizes manually, being more aggresive with LOD, Moving textures from Video RAM to regular Texture 2D, etc.
     
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  40. Jaimi

    Jaimi

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    There is a sample scene included that shows the cloth animation. But the information you reference, and that specific sample, are the only ones that I am aware of. I'm not sure if SecretAnorak has a video or not, but he has a lot of UMA videos.
     
  41. renation23

    renation23

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    Hello guys
    i'm facing an issue which i'm sure is quite common
    i'm using a custom daz character model which i configured to be an uma (based on the videos of SecretAnorak)
    In one of my scenes the character has a object attached to his hand which contains bones
    the waredrobe i made contains all the needed bones and is attached to his hips, because during the animation i change the parant of the object bone from the left hand to the right hand and then to the root bone
    (i use umotion for animating, and there you can attach non humanoid bones to humanoid bones) anyway, the animation works fine on my original fbx file which i use to animate the character and which is the base of the uma character
    But the generated uma model ignores the additional bones AnimationProblem.PNG
    I also tried to create masks on the animation files but nothing will work
    What am i missing there?
     
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  42. Jaimi

    Jaimi

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    Unity animations require the bone hierarchy to remain identical. If you open the animation at runtime, you will probably see those bones highlighted in yellow - meaning unity cannot find them because the UMA hiearchy is not the same as the fbx. Use the animation retargeting tool included in UMA to rename the path hiearchy on those broken bones.
     
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  43. xeye

    xeye

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    Another question, this time about doing an FBX export of the UMA, out of Unity. I'm aware it's been done but not sure with the free exporter or what the settings should be. I'm trying with this one, with the UMARenderer object selected during runtime. With normal settings, I get this error

    KeyNotFoundException: The given key was not present in the dictionary.

    System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <e1319b7195c343e79b385cd3aa43f5dc>:0)
    FbxExporters.Editor.ModelExporter.ExportSkeleton (UnityEngine.SkinnedMeshRenderer skinnedMesh, Unity.FbxSdk.FbxScene fbxScene, System.Collections.Generic.Dictionary`2[UnityEngine.SkinnedMeshRenderer,UnityEngine.Transform[]]& skinnedMeshToBonesMap) (at <ed6d9bae7a3e4e4ea6fa1b1d658e00cb>:0)
    FbxExporters.Editor.ModelExporter.ExportSkinnedMesh (UnityEngine.GameObject unityGo, Unity.FbxSdk.FbxScene fbxScene, Unity.FbxSdk.FbxNode fbxNode) (at <ed6d9bae7a3e4e4ea6fa1b1d658e00cb>:0)
    FbxExporters.Editor.ModelExporter.ExportMesh (UnityEngine.GameObject gameObject, Unity.FbxSdk.FbxNode fbxNode) (at <ed6d9bae7a3e4e4ea6fa1b1d658e00cb>:0)
    FbxExporters.Editor.ModelExporter.ExportComponents (Unity.FbxSdk.FbxScene fbxScene, System.Boolean exportAnim) (at <ed6d9bae7a3e4e4ea6fa1b1d658e00cb>:0)
    FbxExporters.Editor.ModelExporter.ExportAll (System.Collections.Generic.IEnumerable`1[T] unityExportSet, System.Collections.Generic.Dictionary`2[TKey,TValue] animationExportData) (at <ed6d9bae7a3e4e4ea6fa1b1d658e00cb>:0)
    FbxExporters.Editor.ModelExporter.ExportObjects (System.String filePath, UnityEngine.Object[] objects, FbxExporters.EditorTools.IExportOptions exportOptions) (at <ed6d9bae7a3e4e4ea6fa1b1d658e00cb>:0)
    FbxExporters.Editor.ExportModelEditorWindow.Export () (at <ed6d9bae7a3e4e4ea6fa1b1d658e00cb>:0)
    FbxExporters.Editor.ExportOptionsEditorWindow.OnGUI () (at <ed6d9bae7a3e4e4ea6fa1b1d658e00cb>:0)
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <e1319b7195c343e79b385cd3aa43f5dc>: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 <e1319b7195c343e79b385cd3aa43f5dc>:0)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <e1319b7195c343e79b385cd3aa43f5dc>:0)
    UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:342)
    UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:336)
    UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:310)
    UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect, System.Boolean customBorder, System.Boolean floatingWindow, System.Boolean isBottomTab) (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:361)
    UnityEditor.DockArea.OldOnGUI () (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:320)
    UnityEngine.Experimental.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:266)
    UnityEngine.Experimental.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:438)
    UnityEngine.Experimental.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:421)
    UnityEngine.Experimental.UIElements.IMGUIContainer.HandleEvent (UnityEngine.Experimental.UIElements.EventBase evt) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:401)
    UnityEngine.Experimental.UIElements.EventDispatcher.ProcessEvent (UnityEngine.Experimental.UIElements.EventBase evt, UnityEngine.Experimental.UIElements.IPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:511)
    UnityEngine.Experimental.UIElements.EventDispatcher.Dispatch (UnityEngine.Experimental.UIElements.EventBase evt, UnityEngine.Experimental.UIElements.IPanel panel, UnityEngine.Experimental.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:307)
    UnityEngine.Experimental.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.Experimental.UIElements.EventBase e, UnityEngine.Experimental.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/Panel.cs:176)
    UnityEngine.Experimental.UIElements.UIElementsUtility.DoDispatch (UnityEngine.Experimental.UIElements.BaseVisualElementPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:245)
    UnityEngine.Experimental.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:68)
    UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
     
  44. Hines94

    Hines94

    Joined:
    Feb 15, 2020
    Posts:
    19
    Has anyone got a fix for the UMA not appearing on WebGL? I have looked through my logs I don't see any issues, I know others have had this in the past (searched this thread) but I cant seem to find a solution?
     
  45. ledentsov

    ledentsov

    Joined:
    Feb 8, 2017
    Posts:
    143
    Hello! Is there FBX with HumanFemaleHighPoly and HumanMaleHighPoly races?
     
  46. Spork

    Spork

    Joined:
    Oct 23, 2014
    Posts:
    3
    Hi Jaimi-
    Thanks for the response. I figured out how to get the cloth working, but it does not behave the same way in UMA as it does in regular Unity. It hangs low and is not responding to the capsule colliders I added to the outfit's rig. Do you know how the colliders are supposed to be set up? Do they need to me be on the UMA character itself? It's hard to tell n the sample scene.
     
  47. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
    I believe this fbx exporter works with UMA's:

    https://assetstore.unity.com/packages/tools/modeling/unity-fbx-exporter-69997

    With a few changes, I was also able to get 2.03 of Unity's exporter to work. 3.0 unfortunately doesn't work for me at all. I've been considering posting the modified 2.03 exporter on the UMA git, but it's low priority.




     
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  48. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
    You have to enable resources in your WebGL application. It's not intuitive, and Unity for some reason doesn't make the setting visible. So you have to set it in code.

    PlayerSettings.WebGL.useEmbeddedResources = true;

    There is a menu item to do this in 2.10.
     
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  49. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
  50. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
    Most likely it is the layers. Check your collision matrix, and make sure the layers are set like it expects.
     
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