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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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    There are a several methods of addressing this. The main ones are as follows:

    1. Turn off any slots that are completely covered. This is done in the recipe using the "Hides" and "Suppresses" fields.
    2. Use "Mesh Hide Assets" to turn off individual triangles that poke through when you can't do #1.
    3. Switch out slots as needed.. For example, you might have two hair slots for a characters hair, "hat hair" and "no hat hair". Then a hat would disable the "no hat hair" (etc).
     
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  2. lruminski

    lruminski

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    Hello!

    We're looking into using UMA for our project, but have a few questions which we're looking to get answers for before investing the time/money to convert our 3D model.

    A bit of background.. we're doing a live theatre mocap performance where the actor is in a motion capture suit and the audience member in a VR headset seeing and interacting with the actor as a 3D model.

    We have identified an issue with actors of different proportions not being tracked 100% accurately due to differences in bone lengths and are hoping to use UMA to adjust our 3D character model to better match the actors proportions.

    The 3D model that we've created has multiple SkinRenderers and custom shaders that age the look of the character throughout the performance and we'd want to ensure that when creating our UMA Race that these SkinRenderers/Shaders will be left intact.

    Any help/advice would be greatly appreciated.
     
  3. Jaimi

    Jaimi

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    Thanks, it's a lot of fun. I've not got a lot of suggestions on how to proceed, except perhaps creating some sort of mapping to the DNA. But your projects sounds interesting, and there are a lot of people with UMA knowledge here and on the discord that can possibly offer insights as you develop.
     
  4. Jaimi

    Jaimi

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    When creating your race, you are capable of specifying the materials that UMA uses, and specifying what parameters you pass to those materials. So generally you are fine unless you have some specific needs of fine-tuning parameters that are not color based. Even then, UMA just creates SkinnedMeshRenderers in the end, and you can hook into the Updated Event, and adjust them as needed.
    There are some videos on SecretAnoraks youtube channel that might be helpful if you are just starting out creating races here: https://www.youtube.com/c/SecretAnorak/playlists
     
  5. lruminski

    lruminski

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    Hi Jaimi, thanks for the quick reply.. just to further clarify..
    There are 20 SkinnedMeshRenderer's within our character as shown in the screenshot:
    Screenshot 2020-11-04 165952.png

    Is it possible to create an UMA Race without altering the SkinnedMeshRenderers? We're enabling/disabling as well as animating properties of each SkinnedMeshRenderer via Timeline to age our character, so we'd need to somehow preserve / re-implement this functionality.

    Here's what one of the materials looks like..
    Screenshot 2020-11-04 170344.png

    Can you also please point me to the API or an example of the Updated Event you've mentioned? I've looked at quite a few videos from SecretAnorak but didn't see a use case of it.
     
  6. MiraculousVic

    MiraculousVic

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    Hi, have you checked official tutorial on the wardrobe recipes by Secret Anorak? at this part he talks about suppressing the layers of the underlying clothes. Also you might be interested in watching this part of the tutorial as well for more accurate suppressing...
     
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  7. Jaimi

    Jaimi

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    The stuff you want wont transfer exactly over to UMA. UMA builds skinned mesh renderers from mesh parts (called Slots) and textures from texture parts (called Overlays). It tries to minimize the number of meshes and drawcalls. It also allows you to change clothing, etc without having to enable/disable things.

    But there are ways to do all the things you want to do (enabling renderers, fading colors, etc) in UMA, and drive them via wardrobe (clothing recipes, which can contain mesh parts, texture parts, and bone poses) and "DNA" - which is a simple float parameter from 0 to 1, which can drive bone deformation, blendshapes, or color/texture fades.

    If you don't need all that functionality, you can do the limb-resizing without using UMA, and keep your current workflow, just by adding the "adjustment" bones and reweighting your models, which is shown in the SecretAnorak video series.

    Anyway, if you still want to continue, the events are on the Dynamic Character Avatar component, under Character Events here:

    DCA-Events.png

    You can add a script, and hook into any of those events. You'll want to use the "Character Updated" event.
     
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  8. MiraculousVic

    MiraculousVic

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    Thanks, Jaimi, for the reply. Now I wonder if someone has already done the DNA mapping or if I should figure out the process from the scratch. Also what do you think of using the 3d model that is needed to be adapted as the clothes for the default UMA that will be DNA mapped?
     
    Last edited: Nov 4, 2020
  9. lruminski

    lruminski

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    Thanks!
    That's makes a lot of sense!
     
  10. arteria

    arteria

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    New Arteria3d UMA Costume Release today



    The 'Heavy Assault Troop' costume for UMA


    Pack Contains:
    • 6 Slots
    • 6 Overlays
    • 6 Wardrobe Recipes
    SLOTS Included & Overlays & Wardrobe Elements for:

    • Helmet
    • Torso Armour
    • Arm Armour
    • Leg Armour
    • Boots
    • Full Body UnderSuit
    Pack can be purchased from Arteria3d via the page below at just $19

    https://arteria3d.myshopify.com/products/heavy-assault-troop-for-uma

    Thanks to UMA Team for allowing Arteria3d to post hee.
     
  11. Jaimi

    Jaimi

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    Looks fantastic!

     
  12. arteria

    arteria

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    Thank you, thats much apreciated Jaimi. Thanks for all the great work you do too!
     
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  13. SUUNE

    SUUNE

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    Hello. I start to work with UMA this week and it was going great. I slowly begining to understand it but one thing I just can't figure out. Animating inside Unity. For many cases I can use Mixamo animations and thats working great but what if I want to make my own animations in Unity (I need couple very unique animations). I can't figure out how to animate this UMA generated rig. Is there a special workflow for that?
     
  14. Jaimi

    Jaimi

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    The fbx models are supplied, and you can create animations from those. UMA creates regular Mecanim avatars with Skinned Mesh Renderers, so anything approximately the same size/shape will work for animating.
     
  15. hopeful

    hopeful

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    UMA humanoid models would use Unity's mecanim humanoid animations, so on the general level, it's the same as anything else.

    With female humanoid characters, you may want to assume they'll have narrow shoulders and wider hips, and do up some constraints that take that into account. Most animations are done for males who have wider shoulders and narrow hips, so when you transfer them to female characters, the hands may clip through the hips. That's not an UMA specfic thing, but you'll likely encounter that.

    You'll also want to set up IK for any animations that need to be precise, like matching the feet to uneven ground, altering the direction of a weapon swing so that it precisely aims at a target, etc.
     
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  16. Bantichai

    Bantichai

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    Wow this looks great, keep up the work Steve, you have so much variety now from Medieval to Sci-Fi!
     
  17. adhith

    adhith

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    hi am new to UMA .
    I am trying to create new clothes for uma Highpoly models(male and female). but i cant find Highpoly models in anywhere in uma Assets.but it showing in uma dynamic character system in race highpoly(male or female). but it doesnt have any cloths.
    how do i make clothes for highpoly uma models?

    another question is

    can i add makehuman mesh as a new race data? is anyone tried?
    please help me
     
  18. Jaimi

    Jaimi

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    The content pack with source files for making clothing is here:

    https://github.com/umasteeringgroup/content-pack

    SecretAnorak has a video series on creating new races:

    https://www.youtube.com/playlist?list=PLkDHFObfS19yjYoQsMR0dCGjCLsrF1dB4

    You can create a new race for UMA, but you might want to look at some of the other races available on the asset store, and make sure they won't work for you.

    The o3n races have a sims like look, and are very nice. Clothing are specific to this race.
    https://assetstore.unity.com/packages/3d/characters/o3n-uma-races-stunner-jane-john-175172
    https://assetstore.unity.com/packages/3d/characters/humanoids/o3n-male-and-female-uma-races-102187

    The Human 2.0 races use the same clothing as the old races, but might require tuning up the recipes or creating MeshHideAssets in some cases:

    https://assetstore.unity.com/packages/3d/characters/mecanim-and-uma-male-base-2-0-99379
    https://assetstore.unity.com/packages/3d/characters/mecanim-and-uma-female-2-0-101813
    https://assetstore.unity.com/packages/3d/characters/uma-face-pack-vol-1-40959

    The anime race for when you want that toon look
    https://assetstore.unity.com/packages/3d/characters/humanoids/uma-anime-race-170925

    Humanoid cat race - more like khajit than nekomimi (kzinti? hmmm)
    https://assetstore.unity.com/packages/3d/characters/humanoids/uma-cat-race-177169

    Other fantasy races
    https://assetstore.unity.com/packages/3d/characters/uma-goblin-race-pack-153774
    https://assetstore.unity.com/packages/3d/characters/uma-orc-race-pack-151747
    https://assetstore.unity.com/packages/3d/characters/uma-ogre-race-pack-161764
    https://assetstore.unity.com/packages/3d/characters/uma-dwarf-race-pack-153756
     
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  19. marwood82

    marwood82

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    hi,
    i'm also new to UMA, i've been watching tutorial videos for the last couple of days and played about in unity with some of the demos but i've hit a bit of a wall.

    i want my UMA to be in a sitting pose rather than standing. (ie as if sat on a chair) ive seen tutorials on animation controllers for moving the UMA about, but i don't even need the transition to sitting down as an animation, a pose will be enough as i want the character to be permanently seated. however i am at a complete loss as to how to do this

    (i did try searching through this thread but 'Multipurpose' has 'pose' in it so that really didn't work :) )

    if there's a tutorial/wiki/video anyone could point me to that would be great
     
  20. Jaimi

    Jaimi

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    The Animation Controller is exactly what you need. You create a pose animation (just an animation with him sitting in one place), and make that the default animation in the controller, and he'll start out sitting. You'll need to put this animation controller in the "default animation controller" field on the UMA, and make sure any race-specific animation controllers are removed.
     
  21. marwood82

    marwood82

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    perfect it works!!

    thank you for the quick reply, i even got it to work with one of the maximo sitting animations!
     
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  22. Gervais54

    Gervais54

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    Look really good love the design of the new asset
     
  23. arteria

    arteria

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    Thank you for your kind support
     
  24. arteria

    arteria

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    Thank you, your support means a lot
     
  25. daveinpublic

    daveinpublic

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    Need model to work with UMotionPro

    I just bought UMotionPro, which allows me to edit animations in the editor. It doesn't seem to accept UMA models, as it won't accept an UMA model's game object when I add it.

    So I export FBX from UMA menu, but I don’t get the skeleton.

    I do it by choosing the top menu option UMA then Export OBJ. I do that after hitting play, while the character is looking normal… but it exports with no materials or skeleton, and it’s frozen into the pose it was in when exporting. And I try hitting extract t-pose during run time and after, but it doesn’t do anything to the character. I’m using version 2.9. If there's a better way to work with UMotion, I'm trying to work on poses for my UMA characters.
     
    Last edited: Nov 8, 2020
  26. umutozkan

    umutozkan

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    I am not familiar with UMotion but I know that there are fbx files of the models in UMA package. I'd try to use those.

    Second thing to try might be using bone builder and try UMA Avatar game object after building the bones. (I am not sure how that would work though since UMA still won't be visible at edit time)

    And next UMA version will support visible UMAs at edit time which might also help with that animation tool.
     
  27. daveinpublic

    daveinpublic

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    Thank you umutozkhan! Great suggestions. I found the fbx file called Male_Unified under UMA > Content > Core > HumanMale > FBX. It's working great with UMotion now!

    So now I have a follow up question..

    Now that I'm using the Male_Unified fbx in my scene side by side with my other UMA models that I created, I notice it doesn't have the problem with an open mouth that my other characters have. The mouths of my UMA models being open was a problem I've had from the start. I thought I'd have to manually close them all. But, since the example model, Male_Unified, has his mouth closed already, I'm wondering what's wrong.
     
  28. Jaimi

    Jaimi

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    This is a Mecanim issue. The jaw in the Avatar is mapped so it can be animated. But if the current animation doesn't have bones to animate the jaw, Mecanim opens the jaw so he looks like a fish.
    The answer is to use a different TPose without the jaw mapped. But then you can't animate it.
    Or you can use the expression player to close the jaw.
     
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  29. colpolstudios

    colpolstudios

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    Hi, its been a very long time since I, 3d modelled or textured anything. But I am slowly, relearning.

    I am a blender user and use the "Cloth Weaver" addon:

    https://clothweaver.com/

    Shoes or Gloves elements are better off 3d modelled and textured without this addon, but it's there to help for other items; as Colth simulation is better suited for other items.

    As a unity developer, I want uniquie characters in my game. Thats a tough learning curve in its self.

    Using UMA, for me is the only way forward.

    To be honest with you I do not use or intend to use the Highpoly models(male and female), I would personally recommend, that you do not use them in game development. But thats just me!

    I am curious why you wish to use a Make Human within your project?

    What does it offer that an UMA does not?

    I am currently working on this clothing for a standard UMA,

    https://ibb.co/LJGGTR7

    Knitted fingerless gloves for UMA.

    This item will form part of the overall costume for my specific needs.

    Currently the 3d model has two seperate textures, but when I am happy it will have only one :)

    Kind regards

    colpolstudios
     
  30. arteria

    arteria

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    New Release from Arteria3d today
    Introducing even more variety into our UMA Bespoke Library, today we release 'The Kimono'



    Pack Contains:

    • Jacket
    • Shirt
    • Trousers
    • Shoes
    Each item set up as a UMA Wardrobe, each fully modular and can be added or removed.

    Price is $17, available from the Arteria3d Website

    Purchase Page
    https://arteria3d.myshopify.com/products/kimono-for-unity-uma
     
  31. arteria

    arteria

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    Alic, hopeful, Jaimi and 2 others like this.
  32. colpolstudios

    colpolstudios

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    My dream was to be able to create my own characters for a unity project that has been on hold whilst researching how to make clothing. Pants, top and Fingerless gloves these are my first ever attempt so go easy on me.

    https://ibb.co/xswLpXx

     
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  33. arteria

    arteria

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    Well Done, great start. If your looking for some critique, i would perhaps add leather to the exposed fingers, and perhaps add this to the palm of the hand. What item are you going to work on next?
     
  34. colpolstudios

    colpolstudios

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    Thank you so much for your encouraging remarks, it's taking a very long time to get even this far.

    How do you show your images within the thread?

    I can't for the life of me figure that one out.
     
  35. arteria

    arteria

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    Your welcome, my images are linked from my website
     
  36. umutozkan

    umutozkan

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    Hey another asset for Jane! Good work! (Is the eyebrows recipe missing on Jane?)
    I wonder if you'll create some for John too :)
     
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  37. arteria

    arteria

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    Thank you, yes ill be creating lots of conversions and new assets for John .. Ha, your possibly right on the eyebrows!!
     
  38. Gervais54

    Gervais54

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    Look good love the work you do
     
  39. umutozkan

    umutozkan

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    I'll know those eyebrows anywhere. Jane is my baby after all :p
     
  40. arteria

    arteria

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  41. colpolstudios

    colpolstudios

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  42. arteria

    arteria

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    Fantastic work, love the natural flow of the Gown.
     
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  43. colpolstudios

    colpolstudios

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    That's great praise indeed especially form you.

    The Gown should really be a shawl that drapes over a blouse.

    The blouse is there, but hard to see it.

    The avatar should be wearing a skirt. Rather than the Gown.

    But she has a headscarf, at least that part is right.

    The clothing is very specif ill get it right in the end.
     
  44. Zeetford

    Zeetford

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    Hello, I am also very new to unity and to UMA and to animations. I know how to create characters by using downloaded mixamo models, and I know how to create a state machine and connect the machine through parameters. However, I am struggling significantly with animating my UMA at all.

    For give me for asking this if its already been posted ( I did try sifting through this mega thread) but is there a tutorial out there that I'm missing that shows me how to integrate with animations (and not just default controllers?). For example: I'm sure I'm doing something very wrong but when I look at my state machine at run time it doesnt appear to the be one I specified.

    I'd appreciate a tutorial that walks me through creating an avatar and setting up the statemachine but with a UMA.

    Thank you very much for this project and this thread though.
     
  45. Jaimi

    Jaimi

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    The most likely issue is that your AnimatorController is being replaced.

    AnimatorControllers are set on the DynamicCharacterAvatar under "race animation controllers". You can set a default AnimatorController, and race specific AnimatorControllers under "race animators". If a race-specific AnimatorController is not found, it will use the default.
     
  46. unity_1530229

    unity_1530229

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    Thanks, but could you be more explicit? I am new to using UMA. In which section can I check that?
     
  47. Jaimi

    Jaimi

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    In your project quality settings. This is a unity setting.
     
  48. colpolstudios

    colpolstudios

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  49. Jaimi

    Jaimi

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    Sure - the models are released with the MIT license. Since you are releasing "source" content, be sure to include the disclaimer for the female mesh.
     
  50. colpolstudios

    colpolstudios

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    I am unsure how to do this in sketchfab, can you help?