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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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    I hope the smiley means you are joking! :)
     
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  2. colpolstudios

    colpolstudios

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    I have been having some issues with blender and creating a new Uma from a fuse base mesh. Possibly other meshes!

    Blender version used initially 2.90. However, I could not parent the Global-Position and the hips in the correct setup.

    In this version, it seems you cannot simply follow the tutorial!

    So to solve the issue. I exported the model with the animation and loaded it into Blender version 2.79, Here I could follow the tutorial and everything was set up correctly.

    Interestingly, when I loaded the model back into Blender 2.90. I gained some extra bones "end bones" I simply deleted them.

    But there was another issue, although the pose keyframes where deleted in the 2.90 blender version.

    They where still present after importing the model. I had to select each keyframe to clear it, I took the extra step of deleting the keyframe.

    I also had to select the original material for the import.

    This took a long time to figure out hope it helps someone else :)
     
  3. Jaimi

    Jaimi

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    UMA Alpha 5.2 released

    https://github.com/umasteeringgroup/UMA/releases/tag/v2.11.a52

    Now with even more stability! (this is a bugfix release).

    This is the last Alpha for 2.11 or whatever we end up calling it. Please test and let me know of any issues. Some of the bugs found go back years, so if you've had crazy things happen in the past, this may address them.
     
    Last edited: Dec 15, 2020
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  4. parapoohda

    parapoohda

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    I try to do according to this video



    UMA 301

    I extract t pose from a model. And got Uma T Pose
    but I can't put extract t pose to seams mesh(If I understand correctly you don't need it if you have one body right?)

    Question 1: Is this normal? If not what wrong do you think in my steps?

    I try to make a model with a body and changeable cloth but when I create slot there are no slot in my new folder.
    In new folder there only .asset and .prefab.
    I didn't put seam mesh.
    Slot Mesh I put .fbs file
    I have two part one is a body which I check Create overlay
    Part two is pant I check Create wardrobe recipe

    Question 2: Do I understand correctly? Do I did something wrong?
     
  5. Jaimi

    Jaimi

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    The T-Pose goes on the RaceData. It is not used for the seams mesh. The seams mesh is only used to fix normals on split models. It is not required.
    If you have an FBX with the body and the clothing, set the material you want, set the destination folder, and drop the fbx on the pad on the SlotBuilder, and it will create all the slots for you. if you check "Create overlay" it will also create an overlay which will need to be setup (textures assigned, etc). If you check "Create wardrobe recipe", it will add the slot to the wardrobe recipe, and the overlay.
     
  6. parapoohda

    parapoohda

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    Thank you.
    I do understand now that I don't need to use seam mesh

    After read your commend and try to do it in unity I know that I miss drag .fbx to pad "Drag meshes here"
    You're very helpful.
     
  7. parapoohda

    parapoohda

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    I got this error

    NullReferenceException: Object reference not set to an instance of an object
    UMA.UMAMeshData.FindRoot (UnityEngine.Transform rootBone, UnityEngine.Transform[] bones) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAMeshData.cs:683)

    What do I miss?I still can't get it work.
    If I already drag .fbs file to pad do I still need to add mesh to slot mesh?

    And also mesh I use is it outer .fbs(which have .fbs bone and other) or inside .fbs
    Thank you.
     
  8. Jaimi

    Jaimi

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    Does the FBX have the required setup? Root/Global/Position?

    Also, if you're on 2.11, you should be on alpha 5.2:

    https://github.com/umasteeringgroup/UMA/releases/tag/v2.11.a52
     
  9. samshool

    samshool

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    Im testing the most recent alpha 5.1 and working great so far. I also have the official asset store version 2.10 and ive been using third party clothing assets from Nesalis Games. They were working fine with the 2.10 asset store version, any reason why they would throw errors with the alpha 5.1 version? I added them to the global library but still throwing errors. Ive attached a screenshot. Whats the best way to add these recipes in new forthcoming versions? appreciate!
     

    Attached Files:

  10. Jaimi

    Jaimi

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    If you are not using Addressables, that's all it should take (dropping them on the area on the global library window). Alternately, you can just tell the library to rebuild itself using File/Rebuild from Project. If you are using addressables, you need to regenerate the groups and build the bundles.

    Update: Testing shows that the library is *not* updating like it should with drag and drop. I'll fix that and release an update.
     
    Last edited: Dec 15, 2020
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  11. Pourya-MDP

    Pourya-MDP

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    Hey there everyone one qurstion abut uma,is it capable of rigging prebuild characters from another software?
    Or it is using its own characters?
    What i eant is to drag and drop low poly characters and uma rigs them
    Possible??
    Thanks in advance
     
  12. samshool

    samshool

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    im not entirely sure how addressables work, but i am changing their clothes/recipes/slots at runtime in script from UI buttons after having the library successfully update those additional recipes. It that what the addresables example shows, the ability to switch elements in script from UI? But even at runtime if i dragged and dropped these third party recipies the UMA default customization recipe it wouldnt show them. thanks !!
     
  13. Jaimi

    Jaimi

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    So, the bug I just fixed is that when you delete an item, it missed deleting it's GUID from a lookup table. So if you remove something, and add it back, it would ignore it.
    Now, it just doesn't add the guid again. But unless your asset has a new GUID, I think you will see some issues down the line. I'll have this checked into the develop branch in a bit.

    The addressables sample shows how to use Unity addressables to demand load and unload items from memory. This also lets you remotely host items and add them dynamically. It adds complexity, but frees up a lot of memory.
     
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  14. Jaimi

    Jaimi

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    No, UMA doesn't do auto-rigging. You can do that in Mixamo or use Blender, though. Once you have a rigged character, you can create a UMA race and slots for it. The first race is a bit of a hurdle, but not too bad once you get used to it.
     
  15. colpolstudios

    colpolstudios

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    A Hurdle indeed.

    I also have been trying to create a new Uma race using an Adobe fuse as the base.

    I have the separated version body, eyes and head also the Unified version.

    Here is a screenshot from unity with a standard Uma and the fuse import he's the one in T_pose:

    https://ibb.co/ZKDBsqM

    The scaling on both models is set to 1 unit with convert units checked.

    With the model in the scene, the top parent scaling is 1,1,1. However, if I go down the Body, Eyes and Head are all 100, 100, 100.

    When trying to create the base slots. There is a warning "slot size is very small check scaling"

    I use the Uma preset when exporting to unity from Blender.

    I'm stumped.

    Has anyone had success and actually been able to create a race using the Adobe fuse base model?
     
  16. samshool

    samshool

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    also..the slots are not being recognized by the new version of UMA...icons showing blank vs previous version 57275ee3ef422bea7044b5a1d48463f0.png 7cff5dd960694380f2d6db8c161c16b8.png
     
  17. Jaimi

    Jaimi

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    The icons only show up if they're in the library. Did you try running the "Rebuild from Project"?
     
  18. Jaimi

    Jaimi

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    Are you following the export parameters as specified in the content creation document? Because you shouldn't have to scale anything if you do.
    Also, be sure your models have all transforms applied. And that your skeleton pose is in the rest pose (apply your pose as the rest pose if you made changes to it)
     
  19. samshool

    samshool

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    yes i did!!
     
  20. Jaimi

    Jaimi

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    I'm at a loss as to why your library is not updating.
    Please make sure that the folder can be written to, and if you use source control, that it has not put any readonly flag on the file. Do you get any console error messages or warnings?
     
  21. samshool

    samshool

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    i built the project from scratch its working now..might have been a unity version issue i apologize..plugin works great...cannot wait for the full feature official asset store version..!!
     
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  22. girlinorbit

    girlinorbit

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    Is it possible to hide hair under hats/helmets, or do I have to create separate meshes for the hair?
     
  23. Jaimi

    Jaimi

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    You can turn the hair off, and make it completely hidden. We do have a task in the backlog to "shrink" the hair on the head to fit under a hat, but it might be awhile before anyone works on it. Until then, if you can't hide the entire hair, you'd need to provide "hat hair" with it.
     
  24. colpolstudios

    colpolstudios

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    All working now thanks.


    When creating your unified fuse model and join the eyes you will need to mark a new seam and unwrap them.

    I had to manually scale and position them to match up with the body texture.

    But remember this is the unified mesh so I think its only use is to hide the seam around the neck?

    I don't think you would ever see the eyes??
     
  25. parapoohda

    parapoohda

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    Thank you I miss the second video. _(_ _)_

    You seem really dedicated to this. :)
     
  26. colpolstudios

    colpolstudios

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    Oh yes for sure I am. Here is a screenshot of the fuse head on the left and the unified fuse on the right.

    https://ibb.co/HYVZ0fb

    The unified eyes are a little bloodshot.

    It's fixable, but this is prototype stages and I still don't think the eyes matter. But curious as to what Jaimi thinks?

    Oh, I kept all the blend shapes on just the separated head and Uma didn't blow up :)

    I wonder are there any future plans to give standard Uma blend shapes?

    Oh, almost forgot. If you plan on separating the hands, feet. Don't be tempted to using a mirror modifier as when applied it will mess up all the weights. Unfortunately, I found out the hard way and had to start over.
     
  27. parapoohda

    parapoohda

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    My game has two base models one is male other is female.
    The first question is If I change the body part(male and female have the same head) is there a way to auto-adjust cloth?

    Second question how can I change skin tone?

    Another question is I change the body part of the model right?

    Thank you.
    :)

    Edit: Last two question
    My friend thinks about make difference in eyes by skin overlay.
    But he thinks if you make it one texture if you have too many characters in the scene it will slow because it will have different textures. (But I think I heard somewhere in the tutorial video that it will be slower)
    Questions are it will make unity slower with one texture?
    And if it makes unity slower how can I make it multiple textures?
     
    Last edited: Dec 17, 2020
  28. parapoohda

    parapoohda

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    You are funny. lol

    Edit: Sorry I think you joking because I see Jaime answer me.
    Anyway thank for sharing your experience
     
    Last edited: Dec 17, 2020
  29. Jaimi

    Jaimi

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    If they share the same basic mesh, that's been resized using bone poses, then it should all just work.
    If they are completely different models with different rigs, they will need to be refit and slots made.

    This is done using shared colors. On the slots with skin, add a "Skin" shared color, and tell the overlay on the slot to use it in the recipes.

    Yes - I recommend to look at SA's videos, there is quite a bit of information there.

    Each UMA get's it's own textures if you have UMA generate them. You don't have to do this, but you lose all the compositing if you do.

    [/quote]

    You can use LOD to lower texture RAM requirements. You can also "hard code" the textures you don't need into the materials. But you lose compositing. But you can still affect the material using various parameters on the shared colors.
     
  30. colpolstudios

    colpolstudios

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    Hi, thought Id share a short animated video using a standard Uma.



    Comments and critic most welcome. It's my first one ever.
     
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  31. dmenefee

    dmenefee

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    Has anyone else seen this a lot when editing recipes?

    GUI Error: You are pushing more GUIClips than you are popping

    Every time I see this, my editor starts to fail: I can no longer click on selection lists, drop-downs fail to work, etc. And often my editor crashes altogether. I'm seeing it EVERY single time I edit any recipe whatsoever. I'll provide more details if asked, but I want to checkin first.
     
  32. Jaimi

    Jaimi

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    That can happen if the editor gets an exception. You should see an error in your console that starts this. it can also happen if you recompile while the editor is open - the types get unloaded, and the editor blows up. First thing is to select something else, clear the console, and then select again. If it works, great. If not, show us the first error.
     
    Last edited: Dec 18, 2020
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  33. parapoohda

    parapoohda

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    Thank you for the reply :)
     
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  34. dmenefee

    dmenefee

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    The editor was indeed getting an exception; here's a thread which discusses it for 2019.3 (I'm on 2019.4 LTE):

    https://forum.unity.com/threads/201...ckedwindowid-null-reference-exception.891469/

    The fix at the bottom of the thread worked perfectly, and I think it also fixed this issue. Thanks!
     
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  35. Tobiastheshark

    Tobiastheshark

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    What's up, everybody? New to the thread, Unity, and UMA. For the most part it has perfectly served my needs as NPC's and player characters in various projects, however I wanna transition from noob to amateur.

    Two main questions tho:
    1st:
    So far tho, I have used animations from Mixamo. That presents my issue.. What should I do for creating custom animations for my UMA? I've practiced animating some with the Blender cloud rigs in the past, but not used a rig like the one that comes in Content Creation Pack for UMA and it's whipping me. Are there any solid tuts to use or a simpler rig to work with to create my animations? (I'm trying to create some smoking anims because I've quit and need the therapy lol)
    2nd:
    What's the best strategy for colliders? The simple capsule collider isn't going to cut it, and if I try to use a mesh collider the origin is the same but it's rotated 180 deg on the y and I think 90 on the x. I fought with that for hours. Noticed this when trying to use the werewolf, as I wanted it to be my main enemy.

    Any punt in the right direction is appreciated!
     
  36. Jaimi

    Jaimi

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    I'm not aware of any tutorials for animating more complicated rigs like the one in UMA. But in the end, a rig is a rig. So just keep in mind all the normal rig stuff - ie, in theory, it's a skeleton, so you should generally be doing *rotations* and not movements or scaling. As well, unless you want to bring everything in manually (as generic animations), you'll want to limit your animations to the mecanim mapped bones, so they come over. Keep in mind that your limbs will not generally match any props for various reasons, and that you will need to use IK for matching in most circumstances.

    For colliders, I would use the Capsule Collider for general movement. UMA also has several Physics recipes you can use that attach colliders as well, This will give you the hit boxes and ragdolls that people generally need. Look at the Ragdoll sample scene for how to set it up.
     
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  37. daveinpublic

    daveinpublic

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    I'm loving the new UMA 2.11, wish I could use it but the Utility Recipe 'ExpressionsRecipe' isn't working.

    I'm not getting blinks, and the mouths are all open.

    This is the error I get:
    Jaw bone not found, but jaw override is requested. This will be ignored in a production build.

    .Debug:Log(Object)
    UMA.PoseTools.UMAExpressionPlayer:SetupBones() (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAExpressionPlayer.cs:105)
    UMA.PoseTools.UMAExpressionPlayer:Initialize() (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAExpressionPlayer.cs:70)
    UMA.PoseTools.UMAExpressionPlayer:Start() (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAExpressionPlayer.cs:42)
     
  38. Jaimi

    Jaimi

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    That should be just a warning -- all it does is turn off the jaw override, and go on. I'll check out the recipe, but I'm not actually sure it is even needed anymore. You should just be able to add the UMAExpressionPlayer to the gameobject and it should just work.


     
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  39. colpolstudios

    colpolstudios

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    I did a little bit of research and found this Maybe try this out: https://blendermarket.com/products/auto-rig-pro?ref=46
     
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  40. ar_unity896

    ar_unity896

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    Hello guys,

    My team is thinking of creating an app for eCommerce that will allow its users to create custom characters based on their real life physical dimensions. Do you believe that UMA is a good choice for this specific goal?
     
  41. Jaimi

    Jaimi

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    It's definitely easier than writing your own solution. But whether that is a good idea for your project is really up to you and your budget.
     
  42. hopeful

    hopeful

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    UMA would be perfect for that, IMO. UMA is a framework for adjusting the dimensions of a character. You can use the standard art or develop your own, and that includes the size adjustment bones in the rig. So if down the road you need to customize some physical aspect of the character, you can do it.
     
  43. samshool

    samshool

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    hi, i came across another issue with 2.10 as well as the latest alpha, im changing levels from 0 to 1 in my game and as soon as i enter level 1 i have a UMA avatar before me ready to be customized. I also need to have a device camera button for taking selfies in this same window. On building to android, everytime im using the UMA character and i click on camera button the app crashes. it works fine otherwise and all uma components work just fine. Its only when i initiate the device camera unity wont give any error and simply crash. i tried replacing for an alternate non-uma character instead and it wont crash. Trying to find out if theres anything on the camera/rendering front that could be messing w uma. There are random times ive seen the texture/recipes on the uma render simply black when it arrives on lev1/change scenes. I am spawning the UMA avatar from resources for making a network player....if that has to do anything with it....could it be a memory issue? any input greatly appreciate!
     
    Last edited: Dec 22, 2020
  44. Jaimi

    Jaimi

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    I honestly have no idea why the camera would crash. Do you get any error messages? Is there something in the log?
    It does sound like you might be running out of texture RAM. But with one UMA that would be a pretty low possibility.
     
  45. samshool

    samshool

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    heres a filtered log retrieved from visual studio when debugging until the app crashed..ive filtered out sensitive package information....the last 4 lines are after clicking on the camera icon when the uma avatar is already in place...honestly i dont see uma related modules in action there but still when i use a different avatar it wont crash
     

    Attached Files:

  46. samshool

    samshool

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    when customizing the uma avatar i am creating multiple lists of more than 10-12 items like shirt, pants, vests, jackets etc with 5-12 options in each to be controlled /cycled...a mix of third party uma clothes plus the standard ones that come w the package..u think all these shud be fine memory wise being loaded at runtime?
     
  47. Jaimi

    Jaimi

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    It depends on your device - i see you are testing on Android. These are usually much more RAM limited than a PC. Have you looked at memory usage?
     
  48. Ramazoid

    Ramazoid

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    SampleCode.cs(99,49): error CS0234: The type or namespace name 'ResourceManagement' does not exist in the namespace 'UnityEngine' (are you missing an assembly reference?)
    i've got this error conitnuously((
     
  49. Jaimi

    Jaimi

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    If you turn on Addressables Support, you have to import the addressables package even if you don't use it.
     
  50. samshool

    samshool

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    heres a screen shot of my unity deep profiling on my android device...im using a samsung galaxy note s20 ultra....u can see the spike all the way in end just before the crash and the elements below....its when its spawning the uma avatar...is there anyway to preload or optimize load the dynamic character avatar?..this is on unity 2020.1.17f1 using UMA 2.10.. i will test updating to the UMA211Alpha52...[ok just updated] its still spiking same place and crashing w the alpha 52.....its something on the loading preallocated objects>>>GC.Alloc
     

    Attached Files:

    Last edited: Dec 23, 2020