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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. colpolstudios

    colpolstudios

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    I deleted the old folder, trying to get a clean starting point. I could not remove the old reference to the shades.

    Created a new folder and started over this time ensuring that after the slot was created I then rename the slot and the overlay; the recipe has its own unique name.

    https://ibb.co/pyqbhs1

    I'm getting nowhere
     
  2. Jaimi

    Jaimi

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    Did you press the button that said "Add to global library (Recommended)"? If so, did any errors appear in the console?
    If you open the global library window, and drop the item on the drop pad, does it work or give you an error?
    Is there perhaps an error in the console?
    Is it possible you are using Source Control, and it has marked the index file read only?
    Its located here: Assets\UMA\InternalDataStore\InGame\Resources

    The new Global Library window looks like this:
    GlobalLibrary3.png
    The drop pad is the one on the bottom left.

    If none of those work, can you run the "file/Rebuild From Project"?

    Edit: I would also try to repair the index if you have not done that already.
     
    Last edited: Aug 17, 2020
  3. colpolstudios

    colpolstudios

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    I opened an old project with the old UMA version.

    Imported the asset store models and saved my .blend file into this project.

    started over from scratch in this project.

    In the end, I imported the .fbx model from blender into the project and used it to create the shades.

    I had to scale 100%, but it seems to be working.

    I renamed the slots, overlays and the recipe, but got the same results. However, if I take just the overlay and add it to the library that worked.

    Going to try adding the torso

    I tried this same approach with the new UMA version it did not work !
     
  4. Jaimi

    Jaimi

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    Can you answer my questions, and try the things I have suggested?
     
  5. Farfi55

    Farfi55

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    not sure if this is the right place to post this and I apologize if it isn't.
    I need to render A LOT of animated people (over 1000) in a crowd.
    I thought about mixing 3d models for the close ones and 2d animated sprites for far away ones.
    Then I discovered this asset, so my question is:
    Can I get away with merging the crowd into a few meshes and skinned mesh renderers to have nice performance and a slightly offset on animations?
     
  6. colpolstudios

    colpolstudios

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    please give me some time and I will document what I am doing in the old version that works first.

    torso successfully added, but I'm still using the old version.

    the shades actually, show in the correct place I'm amazed! I never got this to work before!
     
  7. colpolstudios

    colpolstudios

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    My old project with a converted UMA with clothing:

     
  8. colpolstudios

    colpolstudios

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    When I tried the "Add to global library" no errors, but the issue remains. If I try the pick option "its there" but still says cannot find.

    I don't use "Source Control"

    Where do I find the "file/Rebuild From Project"?
     
  9. Jaimi

    Jaimi

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    it's on option on the file menu, at the top of the Global Library window.
     
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  10. Slowin

    Slowin

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    I just installed UMA 2.10.1 and unpacked HDRP-Races.asset.

    But there is no HumanMaleHD/HumanFemalHD in the active race list I could select.

    Anything I can do here? I'm using Unity 2020.2.a19 and HDRP 8.1.0.
     
  11. Jaimi

    Jaimi

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    I haven't looked at that in awhile, but did you add the folder to the global library?
     
  12. colpolstudios

    colpolstudios

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    that worked :)
     
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  13. colpolstudios

    colpolstudios

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    New issue: The mesh hider is coming in the wrong way around

    https://ibb.co/y0p3HDT

    The feet are the same.

    Is there a different way to hide these elements?
     
  14. Jaimi

    Jaimi

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    Sometimes the system gets confused about the orientations of the meshes. You can adjust the rotations on the panel in the inspector to make them line up. Usually, things are either 90 or 180 degrees off in one of the axis.
     
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  15. colpolstudios

    colpolstudios

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    Pleased to say all working now :)
     
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  16. colpolstudios

    colpolstudios

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    I have been trying to improve on my weight painting on the top esp in the neck area, but I am not seeing the changes reflect within the unity scene.

    I also changed the poke through areas on the mesh and then not use a mesh hider at all. But again I am not seeing the changes reflect within the unity scene.

    Now mind you I am simply updating the .fbx with no other changes.

    Its like The UMA is always using the old version, whats the best approach when changing something?

    I think a better approach when thinking about weight painting is "Not to use the unified UMA" if you think about this makes sense at least to me.

    A separated head cannot possibly influence the shirt collar.

    Currently, my shirt especially the collar is being affected each time I move the head, looks awful.

    I don't mind starting over, but whats your advice?
     
    Last edited: Aug 19, 2020
  17. SSL7

    SSL7

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    I have issues with some of my helmets that appear fine when equipped, but when the character starts moving they glitch and appear/disappear. When player stops moving they appear fine. The animation turns the head left or right. Tried to replace the head slot but then the whole head is missing. any indications as to where to look?
     
  18. Jaimi

    Jaimi

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    The Unified model is only used when building slots. It's used as a "seams mesh" to know how to fix the normals.
    The slots themselves contains all the mesh data.

    So if you need to change the weight painting, you need to rebuild the slots from the base "split" models. The blender files are available on github in the content pack.

    Personally, I agree on the neck/head weights. I've been considering splitting out a second bone for necks that only scale x/y for neck size.

     
  19. Jaimi

    Jaimi

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    Are the helmets UMA slots?
     
  20. colpolstudios

    colpolstudios

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    so I should be able to simply use the split version, the vertex groups are all the same. Just switch the armature that is used?
     
  21. colpolstudios

    colpolstudios

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    just wanted to check on this:

    The Unified model is only used when building slots. It's used as a "seams mesh" to know how to fix the normals.

    Can I use the separated base instead of the unified mesh and follow along with the tutorial?
     
  22. Jaimi

    Jaimi

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    The separated base won't fix the seams.
     
  23. colpolstudios

    colpolstudios

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    So the real answer is to use the unified mesh and do a better weight painting job.

    In order to find what was causing my issue, I removed all the face vertex groups from the bodyguard's shirt. That solved the horrible pulling of the shirt around the collar, but I feel this is a dirty answer.

    Will UMA be expecting to find these groups?

    Now that I know which bones are really involved I could do a repaint and leave all the groups.

    Whats your advice, please?
     
    Last edited: Aug 20, 2020
  24. Jaimi

    Jaimi

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    You should always use the unified mesh to make any modifications or to copy weights, and then resplit it to make new slots. This guarantees that you a) have a unified mesh to copy weights from correctly, and b) you don't introduce errors on the seam vertexes (different weights, different UV's, etc).

    UMA doesn't use the vertex groups. Those are used by Blender to generate the vertex weights in the FBX. Those aren't used by UMA for anything either (beyond being copied to the resulting mesh). UMA DNA will only modify the bones.

    If you strip the vertex group for the next off the collar, that will likely fix the twisting issue. But the result of that is that the collar will also not respond to the neck sizing. For the majority of cases that is perfectly fine. It's only if you allow an extremely large next to be generated will it become a problem.
     
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  25. colpolstudios

    colpolstudios

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    Unity gives me a warning on the newly imported mesh with the vertex groups removed it's expecting them to be there.
    I'll have to paint out the influence of all the facial bones, head and neck on the shirt.

    Hoping there is an easy way to do this?
     
  26. Jaimi

    Jaimi

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    OK - yes, you have to have weightings. I thought you were only removing the "NeckAdjust" group. probably the simplest thing is to select the your mesh, go into the vertex groups.
    Select "NeckAdjust" in the vertex groups, and delete it.
    Then, Go into weight paint mode, select the "Spine1Adjust" vertex group. Then weight paint the collar with that.
     
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  27. alexandrebrown

    alexandrebrown

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    Does anybody know if it would be possible to "detach" let's say a hand part (slot) from your UMA Avatar?
    Let's say the player takes damage from an axe and we want the part associated with a slot to fly off or fall down etc.

    Does UMA allow this detaching part to happen or is it a known limitation?
     
  28. Jaimi

    Jaimi

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    Yeah, kenamis made an addon for that:

    https://github.com/kenamis/UMADismemberment
     
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  29. colpolstudios

    colpolstudios

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    You need to do a little more than you have said, but here he is:

    Give me a day or two and I will post what I did with photos.
     
  30. colpolstudios

    colpolstudios

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    To fix the collar I had to change some other weights.

    So starting with Spine1Adjust I painted a small area with 1000 weight and 1000 strength.

    https://ibb.co/TrxFZ71

    That's the Red area within the shirt collar.

    But you need to watch out for these areas as well.

    1. mandibleAdjust
    2. RightLowMaxilarAdjust
    3. LeftLowMaxilarAdjust
    4. HeadAdjust

    The weight painting for the affected areas is changed to weight 0.006 Strength of 1.000

    The NeckAdjust was not changed.

    Oh in Blender and pose mode if you select the head bone and double-tap the "R" key. You can orbit the head around with your mouse.
     
  31. SSL7

    SSL7

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    Yes they are UMA slots
     
  32. colpolstudios

    colpolstudios

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    I would like to use Fuse models as my new UMA, The plan is to use the same process as with stealing the bodyguards clothing.
    I spend a good deal of time within fuse reshaping the face, skin and other settings.

    Is there a way to use the fuse textures on a UMA?

    Example this face: https://ibb.co/F7xjZP2
     
  33. Jaimi

    Jaimi

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    You would need to rewrap the UMA models to use the new texture layout. If you're a advanced blender user, this should probably take a few hours. For me, it would probably take a few days. (lol).
     
  34. hopeful

    hopeful

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    If I'm understanding correctly, I think reprojection is the solution, and it only takes a couple minutes. You'll do this all the time, like when applying textures made for a high poly sculpted object to a low poly version for the game.

     
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  35. Jaimi

    Jaimi

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    OK - a few things to check:

    1. Make sure the "Max LOD" on the slot is still set to -1 (the default). Items can be dropped out by the system at different distances if you are using the UMASimpleLOD.

    2. if you are using LOD, make sure you don't have an LOD slot that is "empty" being swapped in.

    3. If you are not using LOD, and the hat is using a different UMAMaterial, it might be some sort of occlusion issue... you can put a UMARendererAsset on the character that has "dynamic occlusion" unchecked, and see if that helps.
     
  36. colpolstudios

    colpolstudios

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    Thanks. But what if I have more than one UMA in the game?
    Like is there a special overlay slot that I can change swap between for face and skin?
     
  37. SSL7

    SSL7

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    Your post guided me well, so the issue were on some materials which had cutout as Rendering Mode, changing it to opaque worked perfectly
     
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  38. hopeful

    hopeful

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    Reprojection is something you do in Blender to transfer the texture from one mesh to another mesh. In this case, transferring from the Fuse model to the UMA model.

    You'd want to physically line up the head meshes so that lips match lips, eyes to eyes, ears to ears, etc. - it's a lot like matching clothing to the UMA model - and then you click on the original and then the target mesh, and bake. Blender then bakes the old texture to the new mesh, repositioning and resizing the original texture parts, making a new texture to match up with the new UV islands.

    Once you've done that, you have a new UMA texture that you can use as an overlay on any UMA you make.

    Does that answer your question? Depending on your particular art, needs, and workflow there could be additional issues to address. You might want to try this out for the first time in a very simplified manner, and play with it a bit so you get a clear idea of what's going on.

    Kind of like when you first learn to make slots and overlays for UMA, there can be a bit of a learning curve, so you want to start out simple.

    It can be a pretty fast, normal and easy thing to do once you have it down, and after you have a little experience, you'll get a better understanding of how and when to do it.
     
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  39. colpolstudios

    colpolstudios

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    Thank you so much for your very clear reply. I am not too sure so going to ask, Do I need to split the fuse model into separate parts?
    I think no!
    edit that.

    I should create a fuse race and also have a unified version.
    Is this the correct wqorkflow if i want to use other clothes?
     
    Last edited: Aug 21, 2020
  40. hopeful

    hopeful

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    I can't give you a useful answer, most likely. You need to work on it, and doesn't Fuse shut down in a month or less?

    One thing to keep in mind is that you normally need to avoid having texture issues at seams, like at the neck. So whatever you're doing, make sure you're okay in that regard.
     
  41. colpolstudios

    colpolstudios

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    Hi everyone, I have been implementing the UMA system to third-person cover shooter. So after a long time here he is:



    I forgot to check his neck area especially as it shows through the shirt collar.

    I'm pleased with my weight painting, look closely when he moves his head. The shirt collar remains unaffected.

    impressive setpass calls
     
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  42. Slowin

    Slowin

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    Hi,

    I have another problem here with UMA 2.10.1 and Unity 2020.2.a19.

    The slot builder is not creating any meshes. I tried different meshes and the builder always says it's a success but there is no mesh in the folder with the created overlay, recipe and slot.

    Do you know what may cause that?
     
  43. Eniotnacram11

    Eniotnacram11

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    Hi, if my character only uses simple color and no textures. What should I do? Does my overlay and/or material needs textures? Because It looks like if I dont put textures on the overlay I have an error. Even if it put 0 in my material and overlay. I want to be able to change the color at runetime still, for the eyes, skin, facial hair and the hair.

    Thanks ;)
     
  44. hopeful

    hopeful

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    Try a white texture as a placeholder? Your material probably expects it.
     
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  45. Eniotnacram11

    Eniotnacram11

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    Its exactly that, thanks brotha :)
     
  46. aweidermann

    aweidermann

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    Hi, can anyone explain me when the skeleton is getting added? I keep getting a NullReferenceException because my skeleton is not present at the time I want to access it.
    So what I'm doing is:
    Code (CSharp):
    1. var recipe = "INSERT_A_VALID_RECIPE_HERE";
    2. var id = "CHARACTER_ID";
    3.  
    4. var character = Instantiate(characterPrefab, transform.position, transform.rotation);
    5. character.transform.parent = gameObject.transform;
    6. var dynamicCharacterAvatar = character.GetComponent<DynamicCharacterAvatar>();
    7. dynamicCharacterAvatar.LoadFromRecipeString(recipe);
    8. dynamicCharacterAvatar.name = id;
    9. dynamicCharacterAvatar.BuildCharacter();
    10.  
    11. var weapon = Instantiate(myWeaponPrefab);
    12. var hand = dynamicCharacterAvatar.umaData.skeleton.GetBoneGameObject(UMASkeleton.StringToHash("RightHand")).transform;
    At the last line the skeleton is null, later it will exist, so the question is how do I create a character and access the skeleton in one step? Or is there a way to force the skeleton to be created?
     
  47. JeffG

    JeffG

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    Use the Bone Builder. In the UMA menu
     
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  48. aweidermann

    aweidermann

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    Perfect thanks JeffG, that was exactly the hint I needed. I copied the required/missing code out ;)
     
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  49. Zante

    Zante

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    Anyone know of a decent workflow for facial motion capture using UMA?

    Given all the content that is being created for this tool, it's currently lacking an obvious way to integrate with existing facial animation tools on the asset store. Lip sync is easy enough to get working but, if you want high fidelity stuff, nobody seems to have discovered an obvious workflow.

    There's the video of Anorak on YouTube testing out a workflow but it's not selling a particularly good end result, as impressive as it is so far given how this project is resourced and his constant investigative work.

    Can bone-based animation produce the kind of results shown below?

    I'm both excited and nervous as committing to any solution for the long term is an act of faith. UMA represents the best of what few tools/frameworks claim to do but this is the area where documentation/time saving on trial and error is needed.

    The videos below show some existing solutions, how can we do something similar using the existing Unity environment and UMA (with all of its custom content/faces)?



    and...



    Lastly, the tool that Anorak used with some degree of success in 2018:

     
    Last edited: Aug 27, 2020
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  50. arteria

    arteria

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    Today, Arteria release another costume, for UMA Jane



    The '1910 Lady ' costume is designed for the 'FREE' 'JANE' UMA Base Body that you can download free from the Asset store.

    Pack Contains:
    Wardrobes & Slots:
    • Dress
    • HairBand
    • Shoes
    • Necklace
    Pack can be purchased from the Arteria3d webstore -

    [URL]https://arteria3d.myshopify.com/products/1910lady-costume-for-uma-jane[/url]
     
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