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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. samshool

    samshool

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    Hello, this is such great work with the UMA system. Looking forward for the latest alpha to be available on the store officially. So currently 2.10.1 is available on the asset store, whats the roadmap to make this alpha eventually on the store just curious?
     
  2. Jaimi

    Jaimi

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    I have one more major feature to complete, and then a round of bug fixes. Should be "real soon now"
     
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  3. Jaimi

    Jaimi

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    This is likely due to it generating an "editor context" because there isn't a UMA_GLIB prefab in the scene to use to get the items. When this happens, it has to load the entire library each time. This can be very slow if addressables are not in use, and you have a lot of items in the library.
     
  4. colpolstudios

    colpolstudios

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    Firstly, thank you so much for your time and detailed information.
    The blend shapes are being generated for my Uma :) If I move them, I can see the effect live on the Uma.

    Currently, I do not have any facial animations as I do not know how to match the blend shapes in your script.

    Do you have reference images to help?
     
  5. Raliox

    Raliox

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    Hello guys!
    I was wondering if someone could help me, or give me a hint regarding the problem I am having to set up a new race in UMA. The problem consists of two things, one is that the model I am trying to use is displayed with errors in rotation; and on the other hand the different geometries of the different "slots" are shown "superimposed" giving an effect like 4th dimension, which is really very annoying. I will attach photos that will help to better illustrate my problem.



    Sin título.jpg Here you can see some of this "overlap" of geometry Sin título.png
    The original model that I am trying to transform into a Uma is on the left, while the model with the error is on the right.
     
  6. Jaimi

    Jaimi

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    My first guess would be that the rig has transforms that need to be applied. You can go into pose mode and apply the pose. My second guess would be also that the armature settings weren't setup right. Please take a look at the UMA Content Creation document, and export using the parameters specified.

     
  7. gman

    gman

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    greetings! i am having an issue with the collider built with the CapsuleColliderRecipe and scaling a dynamic avatar. when scaling on the gameobject is anything other than 1 either by parenting or just scaling the avatar the collider is built incorrectly. i was wondering if this is a known issue or if there is a workaround to build the collider correctly.

    to replicate simply open the UMA DCS Demo - Simple Setup scene, change the scale of the UMADynamicCharacterAvatar object to 2,2,2 and then run.

    thank you!
     
  8. Jaimi

    Jaimi

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    The UMA is not really meant to be scaled directly. You can put it under a gameobject, and scale that, or you can use the "Height" DNA to scale him up.
     
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  9. mick129

    mick129

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    I am having the same problem as Gman, we are using the same tool (RPG Builder) and for some reason, the UMA is instanciated at 20% of the original size so even if we set the height to the maximum the character will still be around 30 or 40% of the original size.
    So we are trying to find a solution to make it work.
     
  10. Harekelas

    Harekelas

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    Can I disable the auto creating context actions in UMA? I only will check recipes and dynamic avatars when UMA DCS prefab is in scene. But the lag always happen when I accidentally clicked on a recipe or character's game object in other scenes, it's very annoy and sometimes it can crash unity.
     
  11. colpolstudios

    colpolstudios

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    I've been thinking. If I run the scene with your script properly attached.

    I can adjust the slider on each blend shape at zero this should be the neutral pose at 100% the desired finished blend shape.

    Here is a screenshot example: https://ibb.co/52ktCrq

    Am I on the right track??
     
  12. Jaimi

    Jaimi

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    That sounds strange... what asset is this? Can you post a link?

    Anyway, if you like you can edit the DNA, and increase the height effect. As well, on the converter controller for the race there is a scale factor for the race.
     
  13. Jaimi

    Jaimi

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    Not currently, though I will add a task to make a preference for it. Its seriously faster when using addressables- takes milliseconds to load.
     
  14. Harekelas

    Harekelas

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    Due to some inconvenience with addressables, we have to revert back to assetbundles(easier for version updates on steam). So all I need is only an editor script location for me to block editor context generation and show an error message in inspector when there is no uma context in scene, like what I did with Dynamic Character Avatar:
    upload_2020-12-9_11-27-44.png
     
  15. prawinb

    prawinb

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    Thank you. Actually, I wanted to save character prefab created in UMA demo scene, and then use it in next scene. I wanted to do it by using only script. It's not working properly.

    I used another method. Now I am saving wardrobe recipe in UMA demo scene and then loading saved wardrobe recipe in next scene (in this scene I included UMA_DCS prefab and UMADynamicCharacterAvatar). Now it's working properly.

    Thank you.
     
  16. mick129

    mick129

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    This is the new asset https://assetstore.unity.com/packages/tools/game-toolkits/rpg-builder-177657. Gman and I both made an integration for it but we are stuck with the same problem. And when I say the character is small....I mean this small :p

     
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  17. Jaimi

    Jaimi

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    The male character should be 1.76 Meters tall (which is 1.76 units). If you stack two standard 1 unit cubes next to him, it should look like this:

    cubes.png

    I can only assume that the RPG Builder is either scaling him down, or strangely enough, scaling everything else up. For that, I can't really help as I don't have that asset.

    But, you can address the scale of the character in his DNA Converter. Find the races you are using by searching for "t:RaceData" in the project view search bar. Select the race, and find the converter here and double click it:

    converters.png

    Once you are on the converter, you can adjust the overall scale here:

    adjustscale.png

    Since the default model is 2 meters tall, the current scale of 0.88 sets the size to the human average of 1.76.
     
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  18. Jaimi

    Jaimi

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    Glad you got it going. You can pull an AvatarDefinition from the character using:

    compressedString = Avatar.GetAvatarDefinition(true).ToCompressedString("|");

    This will give you more than the wardrobe - also the colors, DNA, race, etc. Then you load it like this:

    AvatarDefinition adf = AvatarDefinition.FromCompressedString(compressedString, '|'); Avatar.LoadAvatarDefinition(adf); Avatar.BuildCharacter(false); // don't restore old DNA...

    There are some sample scenes to illustrate the loading/saving/instantiating the avatars, they all start with "How to"
     
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  19. mick129

    mick129

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    Thank you Jaimi, I think with this solution I will be good :)
     
  20. m4a44

    m4a44

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    Hey, trying to figure out why the UV's are acting strange here. In the picture, the left side is when I mix 2 different cosmetic sets together, while the right side is when it's only 1 cosmetic set. The front should stay black like on the right, but it isn't.

    Does anyone have any insight as to why UMA is not merging them together properly? Besides separating the Atlases (which adds more draw calls and defeats the purpose), I can't figure out why this is happening in UMA....

    Note: I am on UMA Version 2.9. If something with the UV's has been fixed by 2.11, I'll look into upgrading. But I can't tell if that will fix it. I also have some custom code that will get overwritten and I'm not sure if anything will break, so I just want to make sure before I pull the trigger.
     

    Attached Files:

  21. hopeful

    hopeful

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    Just for the record, when you figure out what's going on, please let us know. The easiest thing to do is to use the editor to create a cube or two next to the UMA. If two stacked cubes are about the size of your UMA, then everything else is really big. If your UMA is small, I'd assume you accidentally flipped a switch somewhere that is giving you that result, like the model import scaling setting.
     
  22. Jaimi

    Jaimi

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    This typically happens when the UV coordinates are outside the 0..1 range (outside of the texture bounds). This breaks the atlas. You can either choose not to atlas that texture (on the UMAMaterial, set the type to "no atlas"), or you can fix the UV by making sure they are within bounds.
     
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  23. m4a44

    m4a44

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    Hmmm... ok. I saw something about that, but I am not an artist. And the main reason why we're using UMA is to cut down on draw calls, so definitely want it atlassed.

    Do you (or anyone else) know how I can tell? In blender, all the UVs are within the texture square.
    Is it a 3D Modelling program option? Something I can fix within Unity?
     
  24. BurningthumbStudios

    BurningthumbStudios

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    I just started looking at this package and I notice the female idle animation has the right hand dipping into the characters right thigh. Is this a problem anyone else noticed or is it something I have messed up?
     
  25. Jaimi

    Jaimi

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    It is probably not the helmet causing it. from the pic, it looks like one of the other textures overwiriting the helmet texture. Did you review all of them?

    Another cause of this is when you provide a "rect" on the overlay that is out of bounds of the texture. But 95% of the time it is the UV coords on one of the slots.
     
  26. Jaimi

    Jaimi

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    This is due to the bone pose for the default female. You can edit the bone pose on the race to make the hips a bit less wide or move the shoulders a bit farther apart. (The default bone pose for the race is available on the converter controller. You can get to the Converter Controller from the RaceData for the race. You can find the racedata searching for "t:racedata" in the project search box.
     
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  27. BurningthumbStudios

    BurningthumbStudios

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    Thank you! I was concerned my creation of some hair and a jumpsuit had resulted in me messing the project up. I thought moving the shoulders a bit wider would fix it, but had no idea where to even begin looking!
     
  28. BurningthumbStudios

    BurningthumbStudios

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    As an FYI, I was using the Human Female race so maybe its something to add this tweak (I moved the shoulders out) to the asset next time its released. I was making some clothing when I noticed this and was not sure "what I had done to mess up the rigging". Spent a couple of hours before finding this forum and solving it in 5 minutes with your feedback.
     
  29. hopeful

    hopeful

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    Generally speaking, animations are made for males who have wider shoulders and narrower hips, while females typically have narrower shoulders and wider hips. So this is a common problem developers must address. It's not an UMA issue, exactly.

    It's kind of like how mecanim defaults to the jaw open on humanoid models, and that tends to surprise people. As a developer you figure out how you want to deal with it, apply the remedy, and move onward.
     
  30. m4a44

    m4a44

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    All the models UV's look fine to me in blender, and no rects are changed in the overlays.

    Could it have something to do with how we have the textures/UVs setup? Right now we have added a 2nd customization set. Each set has all the armour pieces (helmet, body, legs) in 1 file, 3 different skinned meshes, 1 texture. That goes overtop a robot body (1 file, 1 mesh, 1 texture). All the models use the same UMA material (with some flair using their own materials).
    Only noticed this problem when adding the 2nd customization set.

    Here are 2 screenshots of the diffuse generated in 2 different instances (if it helps).
    Screenshot1:
    Just the helmet (armour set B) and the body in the bottom half.
    Green square is where the helmet UV should be, blue around where it's grabbing. This reflects the left side in my previous screenshot.

    Screenshot2 (2ndHelmet is the result):
    The yellow texture is a customize set (armour set A), The red texture is another customize set (armour set A), the grey texture is because of the helmet (armour set B), and the bottom again is the body texture.
    Again, the green square is where the helmet UV should be, the blue square is around where it's grabbing...
     

    Attached Files:

  31. Jaimi

    Jaimi

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    Are you using UDIM? That's actually just multiple textures stacked with UV offsets. That doesn't work with atlassing.
     
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  32. Jaimi

    Jaimi

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    UMA 2.11 Alpha 4.1 is released!

    What's new in Alpha 4.1
    Added dialog when importing the new version. Allows you to rebuild or restore the index from backup.
    Added option to "always rebuild skeleton" on DynamicCharacterAvatar.
    Fixed bug in Bone Cleaner
    Fixed bug in build when UMAData was null
    Additional null checking in UMAMeshData
    Added new version of RaceChange() on DynamicCharacter avatar that lets you force a rebuild.
    Added flipping, highlighting to bone pose editor
    Added "find UMA" to bone pose editor, so you don't have to select it
    Bone Pose Editor will now remember the selected UMA when possible
    Bone Pose Editor will now allow mirroring on X,Y,Z axis. Default UMA (blender export) is on Y axis.

    https://github.com/umasteeringgroup/UMA/releases/tag/v2.11.a41
     
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  33. m4a44

    m4a44

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    I have been told we are not using UDIM (first I've heard of that), and they have now been able to confirm that the other model UV's are within 0-1 in Maya (just like in HelmetSetB_UV).

    If it's a model's UVs causing the problem, I'm not seeing why...
     

    Attached Files:

  34. Jaimi

    Jaimi

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    I would need to see the model before I can help further. Feel free to contact me via IM if you would like me to look at it.
     
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  35. m4a44

    m4a44

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    Ok, as mentioned in IM, it turns out some old custom code changes were causing the UVs to mess up. Thanks for trying to help, and sorry that it was our fault.
     
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  36. LootlabGames

    LootlabGames

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    Hey guys. Any idea why this would be happening?
    And no it's not cold in the room.
    upload_2020-12-10_13-25-18.png
     
  37. hopeful

    hopeful

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    Using less than 4 bones in the project settings? That's usually what causes deformations. Has to be 4 bones at all quality levels.
     
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  38. prawinb

    prawinb

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    Thank you very much Jaimi...
     
  39. Raziid

    Raziid

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    I've got an odd issue where I have an UMA using the renderer asset examples (as they were intended, for head hiding) and in one scene, it works fine (DCS and GLIB assets in both scenes). I created this new scene and it sends a message saying it switched to "simulation mode" because the local asset bundler was off and no remove server was specified. It also starts throwing errors for a couple of my wardrobe slots that I imported, saying the material channel properties its looking for don't exist (and then a recipe or generator not valid error).

    But, if I turn the renderer asset component off, the error doesn't occur. Or if I change the shader to the one the asset was originally imported with (which is not acceptable), no errors occur and everything performs as expected.

    I have no idea where to look to solve this.
     
  40. Jaimi

    Jaimi

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    You should remove the UMA_DCS object from the scene. It is replaced by the UMA_GLIB prefab.
     
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  41. Raziid

    Raziid

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    Thanks - hopefully that makes a difference in something, but it did not solve this issue.
    Edit - it solved the simulation mode issue, but not the error with the wardrobe slots.
     
  42. Jaimi

    Jaimi

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    Oh, sorry - I missed that part. You'll need to take a look at the slots and overlays in the recipe, and make sure they share the same UMAMaterial, and that the overlays have the correct number of channels (textures) that the UMAMaterial needs. Usually these are setup by the author of the wardrobe items, so not sure what has gone wrong there.
     
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  43. BurningthumbStudios

    BurningthumbStudios

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    I don't know if its just me, but having looked now at both the human female and human male characters, I believe the shoulders are too narrow resulting in an intersection between the arms and the body. This becomes even more problematic when the characters are outfitted. I know I can make the adjustments my self, and create my preferred human but its just something I thought you may want to look at in the future. For whatever that is worth.
     
  44. Jaimi

    Jaimi

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    Yes, this is on the list of things for the next version. On the female, the shoulders will be a little wider, the breasts will be less heroic, and her feet will be larger.
     
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  45. Jaimi

    Jaimi

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    Here is the new female proportions from the next version: NewProportions.png
     
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  46. Jaimi

    Jaimi

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    Hot on the heels of Alpha 4 - is Alpha 5!

    UMA 2.11 Alpha 5 is released!

    https://github.com/umasteeringgroup/UMA/releases/tag/v2.11.a5

    New texture atlas fitting methods:
    Reduce (with a variable reduction amount)
    Best Fit Square (Expands the texture to the best fit square, and then reduces them to fit the atlas). This takes a bit more work, but wastes the least space.
    Added property to sharpen reduced textures by forcing it to use a higher mip. Produces significantly more detailed output on textures that are downsampled due to atlas overflow.
    Set proportions on default female race to a bit less heroic.
    Cleanup of RenderTexture.Active in a few places
    Several Scenes have been cleaned up
    All reported bugs from previous alphas have been addressed.
     
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  47. hopeful

    hopeful

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    This was a fast alpha! Thanks to Jaimi and anyone else helping. It sounds great! :)
     
  48. Hunanbean

    Hunanbean

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    Hello and thank you for all of your hard work.
    I have a quick question before i get fully into integrating and learning everything i need to know to make this awesome system work. Obviously, HDRP does not work 'out of the box'. Due to the fact i am getting a headache trying to read through 218 pages here to find the answer, i just need to know that with some material changes changes I can get the whole thing to work in HDRP and that nothing fundamental will be broken, other than materials, by using HDRP. I have already downloaded the kenamis HD repo. I just do not want to get a month into this and find out that using the HDRP breaks core scripts. Thank you again. Be well
     
  49. Jaimi

    Jaimi

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    Yes, you can get HDRP to work, by changing both the Materials, and the UMAMaterials that reference them. The UMAMaterials store the information about how the textures are applied to the materials, so you will need to go into each "channel", and make sure the texture keyword is correct. You will likely need to add a new UMAMaterials with the right texture types and setup the new overlays.
     
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  50. Hunanbean

    Hunanbean

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    Excellent. Thank you so much! I look forward to migrating my MakeHuman characters with the 450 blendshapes into UMA :)
     
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