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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. Deleted User

    Deleted User

    Guest

    hey everyone! I am trying to create a custom mesh cloth for my UMA character (clothes), and am not succeeding .... anyone here have experience with this?

    My Process: I created the clothes in Marvelous designer, did retopology in blender, i transferred the skin wights from the characters mesh (the one in the UMA package) and exported as FBX as in the UMA documentation (page 12) In unity: I dragged the skinned mesh of the shirt from the export into the slot builder under "slot mesh" and filled out the other relevant fields. I created a slot and then dragged the recipe onto a "UMADynamicCharacterAvatar"

    result: either my character disappears completely or nothing seems to happen. attaching a photo with console errors i get would really really appreciate help here Unity

    2020.3.22
    UMA 2.12

    upload_2022-1-3_10-51-32.png
     
  2. hopeful

    hopeful

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    Just to be clear, have you successfully exported a non-cloth mesh yet? If you haven't, start with the simple things first to make sure you have all the right settings in your workflow.
     
  3. nsmith1024

    nsmith1024

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    Hello,

    I just downloaded UMA-2 from play store and tried running the "addressableScene " sample scene it comes with. When i try to run it, it gave the following error

    NullReferenceException: Object reference not set to an instance of an object
    UMA.CharacterSystem.Examples.SampleCode.Start () (at Assets/UMA/Examples/DynamicCharacterSystem Examples/Assets/Resources/Scene1/SampleCode.cs:96)

    Anybody has an idea how to fix? Also what does "Addressable" mean? is it something useful or better than something else? How do i enable it?
     
    Last edited: Jan 3, 2022
  4. nsmith1024

    nsmith1024

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    Hello,

    I used UMA sometime back, now I want to use it again (the upgrade version) but seems everything has changed.

    I just want a basic example UMA scene that allows the player to change the gender, DNA, clothes etc of an avatar, and then save it as a text recipe. Is there an example that does that which is included in the UMA package that i can just use in my project to allow the player to edit their character?

    There are some example scenes in there already that does most of that, but doesnt allow you to set the gender from within the game.
     
    Last edited: Jan 3, 2022
  5. nsmith1024

    nsmith1024

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    Has anyone tried using UMA with Oculus VR and integrating it with their hand system?
     
  6. Clariesu

    Clariesu

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    I wonder if UMA can join the Magica clothes.
     
  7. mzahmbie

    mzahmbie

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    Thank you for the quick reply and the Discord link Jaimi!

    I don't have either of those check-boxes checked in the UMA preferences, however reading through the Addressables chat in Discord answered my questions. I had assume that I needed to define which UMA assets were Addressable, and marked too many of them, once I followed the setup suggestions in Discord I was able to get it all working.
     
    Jaimi likes this.
  8. arteria

    arteria

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    Arteria3d would like to wish everyone a Happy New Year and thank you for all your support on our UMA Product Line.

    So, it's another freebie time - email order@arteria3d.co.uk with your selection of any 'singular' UMA pack from our collection and you'll be sent a link to download the product for free!
    Also, any customer can select 5 packs from our UMA collection and receive another 3 free of their choice.

    UMA Collection
    https://arteria3d.myshopify.com/collections/uma


    Best Wishes for the New Year!
    Steve Arteria3d
     
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  9. Jaimi

    Jaimi

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    The addressables scene is used to demonstrate how to load stuff with Addressables. You must configure UMA to use addressables first. There is a readme.

    Addressables is a way to demand-load (and unload) items from local and remote sources. It's a unity feature that is based on asset bundles. There is a readme in the UMA folder that explains how to enable it.
     
  10. Jaimi

    Jaimi

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    The Simple Setup scene shows how to do this, and explains (the ? buttons) how to do it in code.
     
  11. Jaimi

    Jaimi

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    UMA's have been used with Oculus Quest and Quest 2, as well as PC VR. I do not have a sample, but it's pretty much just the same as using it in Android/Windows.
     
  12. Clariesu

    Clariesu

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    Uma will merge all the meshes into one, whether Wardrobe and Race can be separated.
     
  13. Clariesu

    Clariesu

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    It's a strange thing that I need to manually adjust the normal map to 2 and then reset it to 1 before the shoe can return to normal. Similarly, I've found that other Uma materials are also lowly shallow.
     
  14. nsmith1024

    nsmith1024

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    I downloaded UMA-2 from asset store, and tried the "UMA DCS Demo - simple set up" scene, and it crashed on line 96 when i ran it, same thing happens in the "Addressable" scene.

    NullReferenceException: Object reference not set to an instance of an object
    UMA.CharacterSystem.Examples.SampleCode.Start () (at D:/UnityProjects/oculus/test3/Assets/UMA/Examples/DynamicCharacterSystem Examples/Assets/Resources/Scene1/SampleCode.cs:96)

    Anybody knows how to fix this?
     
  15. Jaimi

    Jaimi

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    It should have asked you to rebuild the library the first thing. If it didn't, or you chose not to, open the Global Library window, and choose the option to rebuild it from the project. (on the file menu)
     
  16. Jaimi

    Jaimi

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    Things like this can happen if your shader hasn't been built correctly.
    Edit your template material (the one that is reference on the UMAMaterial), and make sure all of the texture slots you use have a texture in them (it doesn't matter what it is, they will be replaced when the atlas is generated). This will force Unity to compile the correct shader.
     
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  17. nsmith1024

    nsmith1024

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    What is the "addressables"? should i be using that?
     
  18. hopeful

    hopeful

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    Yes, it's generally good. It's a Unity feature that you can look up in the Unity manual. Addressables help UMA manage memory, so you don't have to hold all possible clothing items in memory at startup.
     
    nsmith1024 likes this.
  19. nsmith1024

    nsmith1024

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    Hello,

    My project is using Universal Rendering Pipeline, and then i imported UMA, now all the UMA characters are pink, seems UMA doesnt use Universal Rendering Pipeline shaders. Is there an easy way to upgrade the UMA shaders?

    Thanks
     
    Last edited: Jan 12, 2022
  20. nsmith1024

    nsmith1024

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    If Im using UMA, how do i tell it to start using addressables?
     
  21. nsmith1024

    nsmith1024

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    I tried converting the materials to URP from the UMA menu, when i run the basic setup scene i get the following error:

    Slot 'MaleEyes' Material Channel 0 refers to material property '_BaseMap' but no such property exists.
    UnityEngine.Debug:LogError (object,UnityEngine.Object)
    UMA.SlotData:Validate () (at Assets/UMA/Core/StandardAssets/UMA/Scripts/SlotData.cs:439)
    UMA.UMAData/UMARecipe:Validate () (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAData.cs:744)
    UMA.UMAData:Validate () (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAData.cs:441)
    UMA.UMAGeneratorBuiltin:GenerateSingleUMA (UMA.UMAData,bool) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:292)
    UMA.CharacterSystem.DynamicCharacterAvatar:GenerateSingleUMA () (at Assets/UMA/Core/Extensions/DynamicCharacterSystem/Scripts/DynamicCharacterAvatar.cs:587)
    UMA.CharacterSystem.DynamicCharacterAvatar:Start () (at Assets/UMA/Core/Extensions/DynamicCharacterSystem/Scripts/DynamicCharacterAvatar.cs:518)
     
    Last edited: Jan 12, 2022
  22. hopeful

    hopeful

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    First, you might want to give Unity's docs on addressables a quick scan. It's a Unity feature. UMA is simply implementing it. Projects that don't use UMA will still use addressables. It's just a better way of organizing your assets, so you can have indirect references instead of direct references.

    Also, it seems you have a lot of questions, many of them of the basic variety. You could probably get very fast answers from asking questions on the UMA channel on Discord.
     
  23. arteria

    arteria

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    Wednesday Freebie from Arteria3d

    Download 'The Assasin' for free. Simply visit the product page and download the pack for use in your projects on a non commercial basis




    Visit the Assasin for UMA Page below to download
    Assasin/Thief for UMA – arteria3d
     
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  24. Jaimi

    Jaimi

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    One of my favorites of yours, Steve!

     
  25. unity_hCDYNTelzYJjig

    unity_hCDYNTelzYJjig

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    Hello,

    I have a little problem with the colors. I white per character editor the hair and the eyes colors to (so for example for the eyes a light blue and the hair then e.g. brown). Then I save it on a server and when I restart the game it gets the colors from the server and assigns them correctly.
    But only for a fraction of a second, because at the end of the assignments (so until then the colors are correct, I printed them with "print" on the console e.g. RGBA(0.755, 0.826, 0.960, 1.000) ) the following happens:

    RGBA(0.755, 0.000, 0.000, 1.000)
    UnityEngine.MonoBehaviour:print (object)
    hero:DoEyeColor (UnityEngine.Color) (at Assets/Scripts/hero.cs:366)
    hero:ChangeEyeColor (single) (at Assets/Scripts/hero.cs:345)
    UnityEngine.UI.Slider:set_value (single)
    hero:Updated (UMA.UMAData) (at Assets/Scripts/hero.cs:256)
    UnityEngine.Events.UnityEvent`1<UMA.UMAData>:Invoke (UMA.UMAData)
    UMA.UMAData:FireUpdatedEvent (bool) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAData.cs:1540)
    UMA.UMAGeneratorBuiltin:UMAReady () (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:560)
    UMA.UMAGeneratorBuiltin:GenerateSingleUMA (UMA.UMAData,bool) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:338)
    UMA.UMAGeneratorBuiltin:OnDirtyUpdate () (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:454)
    UMA.UMAGeneratorBuiltin:Work () (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:160)
    UMA.UMAGeneratorBuiltin:Update () (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:112)

    as you can see the red value is still correct, but green and blue were overwritten with 0.

    What is the reason for this?
    And how can I prevent this?

    Anybody has an idea?

    Dirk
     
  26. arteria

    arteria

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    Thanks, Jaimi, nice to give something back to the community too

    I meant to post this the other day too

    Any customer who purchases 2 packs from us this weekend, is entitled to recieve one custom UMA item created for them, be it a helmet, clothing item, boots etc

    For further details email orders@arteria3d.co.uk
     
  27. VR_Junkie

    VR_Junkie

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    Hello, I am calling this code and for some reason avatar.LoadRecipeFromString on line 72 is causing a bug. It only breaks if I use the randomizer in the code (copied from your code). Do you have any idea why? I debug the recipe at line 71 and it is correct as far as I can tell so I don't get what's going wrong.
    https://pastie.io/thvpwk.cs
     
  28. rundra

    rundra

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    Hello everyone, I am trying to make Unity program which can have two layer of cloths. (example: tshirt + jacket). Are there tutorial video or documention to make it in UMA2?
     
  29. begumbyz

    begumbyz

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    Hello,I have some problem in UMA.I create o clothes in blender and export as fbx.After I put fbx clothes in unity.I perform the steps in the pictures below.But clothes look like as in the last photo.I use UMA2 and unity version is 2020.3.20f1.What do I do to fix the outfit?Thank you.
     

    Attached Files:

  30. Jaimi

    Jaimi

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    Be sure to export to fbx using the settings as specified in the UMA Content Creation doc (in the folder). That you have applied all of your transforms (on the bones, and the meshes). If you use Blender 3, also check the "use space transform" checkbox.

    settings.png
     
    Alic likes this.
  31. Jaimi

    Jaimi

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    Look at "mesh hide assets" - there is a video on Secret Anoraks page.
     
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  32. Jaimi

    Jaimi

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    my first guess would be that "avatar" is null. What error are you seeing?
     
  33. Jaimi

    Jaimi

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    I would suspect something in the network code.
    UMA will load the color from the recipe, if the color does not exist on the character already. If it does exist, it leaves it alone.

     
  34. VR_Junkie

    VR_Junkie

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    My avatar isnt null. I am getting an error when I try to randomize my uma recipe. It comes up when I try and set my recipe using LoadRecipeFromString. I believe it comes from me adding a new shared color for clothes color editing (I noticed in DynamicCharacterAvatar.cs on line 2481 you say "//not sure if this is gonna work", not sure if shared color is the problem). When I look at the Randomizer scriptable object it only lists Skin, Hair, Eyes. It does not have my custom Clothes shared color, is their a way to add it to the randomizer? Would that even fix the issue? I already have Clothes shared color added to the HumanMale and HumanFemale scriptable object. A note would be that if I dont randomize my character using the code above it works fine (as in I select clothes, skin color, etc through UI).

    I am getting this error:
    NullReferenceException Object reference not set to an instance of an object
    at UMA.UMAData+UMARecipe.AddDna (UMA.UMADnaBase dna) [0x00000] in C:\Dev\NewLegendsAndLore\Assets\Plugins\UMA\Core\StandardAssets\UMA\Scripts\UMAData.cs:801
     
    Last edited: Jan 18, 2022
  35. Jaimi

    Jaimi

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    This is truly weird - it's dying on this line:

    umaDna.Add(dna.DNATypeHash, dna);

    umaDna is a property, and *can't* be null (it checks for null, and then creates a new dictionary).

    so the only thing that could generate that error is trying to pull DNATypeHash from dna. dna must be null at that point. That must mean that the DNA in the recipe is either missing or not valid.

    So, are you trying to load the character, and then randomize it at the same time?
     
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  36. VR_Junkie

    VR_Junkie

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    That was it, I added a buffer with waitForSeconds in a coroutine and it started working. I wasnt doing them at the same time but I was randomizing and then doing the recipe load over the network immediately after. I guess it was happening too close together. Appreciate the help
     
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  37. rundra

    rundra

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    Thanks for the reply, It works. Anyway to make Custom slot for example chest2 for the jacket.
     
  38. Jaimi

    Jaimi

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    Sure - the wardrobe slots are editable on the RaceData. (search for t:racedata in the project). Wardrobe items are applied in order from top to bottom.
     
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  39. SI_007

    SI_007

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    I would also like to know when will UMA support URP. Upgrading the project material to URP does not work as expected.
     
  40. Jaimi

    Jaimi

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    After upgrading your project materials, run the Uma menu option to convert to urp. you may need to manually fix the hair materials by changing them to use the speedtree 8 shader.
     
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  41. Grendelbiter

    Grendelbiter

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    Hi, I recently bought the UMA Dwarf Race pack from Dragonsan Studios and I'm trying to figure out how to change the hair and eye color. In the demo scene that comes with it I can see that the color gets randomized if I click on Randomize but nothing happens. I tried the basic UMA and it works there. Any ideas how to fix that?
    I'm sorry I have to ask this question here, I tried their discord but I get completely ignored because I haven't bought their Atavism mmo thing.
     
  42. Jaimi

    Jaimi

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    I'm not familiar with this pack or that scene. But Hair/Eyes/Skin color changes normally rely on a shared color on the character being set. If that color is set, but the eyes are not changing, then I would first look at the "base race recipe" for the dwarf, and make sure that there is a pupil overlay for the eye, and that it has a shared color "Eyes" assigned to it.
     
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  43. hopeful

    hopeful

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    You might join the UMA Discord. :)
     
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  44. Grendelbiter

    Grendelbiter

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    Thanks I was able to fix it.

    thanks, I joined
     
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  45. begumbyz

    begumbyz

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    Hello,
    I created an asset bundle with recipes, slots in it.Bu I don't know how to open and use in avatar?
    I drop wardrope in dynamic character avatar script but didn't work.How to do?Please help me.
     
  46. hopeful

    hopeful

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    It sounds like you might be best served by getting onto the UMA Discord server. You'll probably get faster answers there.
     
  47. pyjamaslug

    pyjamaslug

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    Hi, we are having lots of fun with UMA. Typically, all assets are merged into a single mesh which is great for most things but is there a way to turn this off so we can manipulate things like clothes as distinct objects (or even submeshes would work). Thanks for any pointers.
     
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  48. Jaimi

    Jaimi

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    When you setup a UMAMaterial, you can specify if that material is "Atlas" or "Non-Atlas". If you choose "Non-Atlas" slots that use the UMAMaterial will not be in an atlas, and will be in their own submesh.
     
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  49. neodistinct

    neodistinct

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    I also have similar question.

    It takes some time until assets are loaded from addressables. How can we know in code if particular recipe loading is finished?
     
  50. pyjamaslug

    pyjamaslug

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    Thanks Jaimi, we'll give that a go!
    UMA is great, by the way, thanks for your efforts.
    Peter
     
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