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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. Firlefanz73

    Firlefanz73

    Joined:
    Apr 2, 2015
    Posts:
    1,300
    I got it working by putting the Events of SlotLibraryEditor and OverlayLibraryEditor into comment brackets.

    I want to use SimpleLOD for my custom UMA beings, so in the update method I added:

    if(umaData==null)
    umaData=GetComponentInChildren<UMAData>();
    if(umaData==null)
    umaData=GetComponentInParent<UMAData>();
    if(umaData==null)
    umaData=GetComponent<UMAData>();

    Seems to work now and UmaData is taken from the gameobject itself.

    One huge Problem remains:

    Some UMA beings work fine even with clothes on.

    Others give me this error here:

    UMA.UMAGeneratorBuiltin:Update() (at Assets/Standard Assets/UMA/Core/Scripts/UMAGeneratorBuiltin.cs:89)UMA.UMAGeneratorBuiltin:Work() (at Assets/Standard Assets/UMA/Core/Scripts/UMAGeneratorBuiltin.cs:124)UMA.UMAGeneratorBuiltin:OnDirtyUpdate() (at Assets/Standard Assets/UMA/Core/Scripts/UMAGeneratorBuiltin.cs:246)UMA.UMAGeneratorBuiltin:HandleDirtyUpdate(UMAData) (at Assets/Standard Assets/UMA/Core/Scripts/UMAGeneratorBuiltin.cs:230)UMA.UMAGeneratorBuiltin:UpdateUMABody(UMAData) (at Assets/Standard Assets/UMA/Core/Scripts/UMAGeneratorBuiltin.cs:310)UMA.UMAGeneratorBase:UpdateAvatar(UMAData) (at Assets/Standard Assets/UMA/Core/Scripts/UMAGeneratorBase.cs:126)UMA.UMAGeneratorBase:SetAvatar(UMAData, Animator) (at Assets/Standard Assets/UMA/Core/Scripts/UMAGeneratorBase.cs:160)UMA.UMAGeneratorBase:CreateAvatar(UMAData, UmaTPose) (at Assets/Standard Assets/UMA/Core/Scripts/UMAGeneratorBase.cs:203)UnityEngine.AvatarBuilder:BuildHumanAvatar(GameObject, HumanDescription)AvatarBuilder 'SALSA_UMATroll': Transform 'LeftUpLeg' for human bone 'LeftUpperLeg' not found

    I know this error from the UMA 2 older Version, it happened when I tried to load a Slot or an overlay which were not included in the SlotLibrary or OverlayLibrary of that Scene.
    But in the older Version, I always had a warning right before that error, which told me exactly the filename of the missing asset. I do not see this warning anymore.

    And I didn't Change anything there, why do I get that error? How can I tell what exactly is missing here or is it a Kind of compatibility error? Half my beings throw this error, and I only see their heads after that, others work fine...

    Thanks a lot!
     
  2. arteria

    arteria

    Joined:
    May 31, 2007
    Posts:
    2,190


    New release from Arteria for UMA2 - MedievalTownsMan
     
    SecretAnorak and Firlefanz73 like this.
  3. Ruby-Roid

    Ruby-Roid

    Joined:
    Jun 21, 2015
    Posts:
    26
    Hi. I have added a custom t-shirt slot. There where the torso (see picture). When generating an atlas, shirts mixes with the body textures. (with pants and boots is no problem). Tell me what I did wrong. Thank you.
    Scene crowd PBR, UMA 2.0.5.
     
    Last edited: Aug 15, 2016
  4. Teila

    Teila

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    Jan 13, 2013
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    6,929
    Is your custom slot UV's to fit the texture you are trying to use?
     
  5. Ruby-Roid

    Ruby-Roid

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    Jun 21, 2015
    Posts:
    26
    Hi.
    Here is my UV . The first thing I generated shoes slot, no problem, everything is good (number one in the uv picture). In the second place, I created a pants slot. (Number two in the uv picture). Also no problem. (See second screenshot).
    but when I set up the third slot in this set, t-shirt. have problem. it is mixed with UMA character textures .
     
    Last edited: Aug 15, 2016
  6. Teila

    Teila

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    Jan 13, 2013
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    Odd, because I don't see that bright green stripe on your UVs!
     
  7. Killersan

    Killersan

    Joined:
    May 27, 2014
    Posts:
    76
    I would like to change a bit pose of the default body, while running mostly legs are spread outside a bit too much no matter which animation I'm using, can You point me a direction how can I change it, not sure but maybe it will be related to the bones structure and if so how to change their direction and position ?

    Update: Ok, I've managed to make this, I followed by New Race Instruction but instead of putting new I updated included ones.
     
    Last edited: Aug 16, 2016
  8. UnLogick

    UnLogick

    Joined:
    Jun 11, 2011
    Posts:
    1,745
    @Ruby-Roid: Could be a bug.

    What I'm seeing from the screenshot seems to be that uma is combining the uv space from the shirt and the body. This shouldn't happen when "Use Shared Overlay List" is unchecked, so I'm hoping the problem is somewhere else in the randomset.

    Why is the shirt placed as an alternative to the body?
     
  9. ecurtz

    ecurtz

    Joined:
    May 13, 2009
    Posts:
    640
    I honestly don't remember how the RandomSet stuff works, but in this image the "Overlay Type" on the t-shirt is set to "Skin". Maybe that is adding it into the skin atlas?
     
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  10. Ruby-Roid

    Ruby-Roid

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    Jun 21, 2015
    Posts:
    26
    overlay list source = 0; this is skin? where i can read more about this option.
     
  11. ArtOutPro

    ArtOutPro

    Joined:
    Feb 29, 2016
    Posts:
    10
    Hello is it possible to change the Atlas generation for customized textures and materials?
     
  12. UnLogick

    UnLogick

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    Jun 11, 2011
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    1,745
    Yes. Through the UMAMaterial you have a wide array of options, what to atlas together and what not to atlas.
     
  13. MakeGames2

    MakeGames2

    Joined:
    May 23, 2016
    Posts:
    82
    Hi there,

    I'm considering using UMA. I don't really want to make something from scratch and there doesn't seem to be any other alternatives anyway. Plus UMA looks pretty sweet anyway. Should I use the one from the asset store or should I download one from GitHub? If GitHub then which branch should I use? Are there any issues I should be aware of or any tips for getting started? I'm using Unity 5.3.

    Also, I'm sure someone must be aware by now but the wiki could use some attention as it's completely overridden by spam. Maybe it should just be disabled and documentation could be uploaded to GitHub. You can upload wiki pages to GitHub through git too.

    Thank you!
     
  14. Teila

    Teila

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    6,929
  15. hopeful

    hopeful

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    Nov 20, 2013
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    5,628
    I believe Unity53 is the one to download.
     
  16. MakeGames2

    MakeGames2

    Joined:
    May 23, 2016
    Posts:
    82
    Awesome thanks =)
     
  17. jococo

    jococo

    Joined:
    Dec 15, 2012
    Posts:
    232
    Is there a way to export uma (uma2) to fbx format or some other useful format besides obj?
     
  18. UnLogick

    UnLogick

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    Jun 11, 2011
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    1,745
    I'm working on it, early beta was a massive fail, but I'll get it working. :)
     
    jococo likes this.
  19. jococo

    jococo

    Joined:
    Dec 15, 2012
    Posts:
    232
    Yikes! Hope next version isn't a nightmare.

    Any plans for LOD versions or a decimator?

    Or does the system have it already?
     
  20. UnLogick

    UnLogick

    Joined:
    Jun 11, 2011
    Posts:
    1,745
    UMA 2.1 does support LOD, however we have no plans of a decimator.

    I have a Content Pipeline Tool that I'm working on, which automatically creates slots from fbx files in certain folders.

    I've integrated that with the SimpleLOD mesh decimator package. A few people has been testing it and their response has been positive. It should be noted that the SimpleLOD meshes looks... horrible... after we attempt to stitch them together with uma, however when you get enough distance it ends up looking right at much lower triangle counts. The main reason I chose to integrate with SimpleLOD is that it takes unity meshes and it outputs unity meshes making it very easy to integrate with.

    This is an old screenshot that I've posted previously.

    The package works by letting you set up content creation rules.
    • A rule could be that fbx files in folder X should be converted into slots with a certain naming convention.
    • Or that slots in a certain folder should have X lod levels with configurable SimpleLOD reduction numbers.
    Alternately it has menu items to scan your project and do bulk conversions with a preset configuration
    It also contains a class with the same raw api methods for you to build your own pipeline.

    I do not have a set release date for any of it, but it will certainly be post uma 2.1
     
    hopeful likes this.
  21. GraceOmega

    GraceOmega

    Joined:
    Dec 5, 2014
    Posts:
    2
    Is anybody knows how error "UMA Data not loaded" can be fixed? It's preventing users from creating their own Races (tutorial about it https://www.youtube.com/watch?v=
    3VBcVBTJ6Ds&ab_channel=FernandoRibeiro
    ). You can see tuning UMA Data component in 11:10 on video. So I can't do what I see in tutorial.
    UMA Error.jpg
     
  22. UnLogick

    UnLogick

    Joined:
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    That video is very old and refers to uma 1.x, you should look at this very recent uma 2.x video by Secret Anorak.

     
  23. GraceOmega

    GraceOmega

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    Dec 5, 2014
    Posts:
    2
    Thank you, man
     
  24. cmcintosh

    cmcintosh

    Joined:
    May 14, 2013
    Posts:
    3
    Was directed here in search of a solution for Rain Ai and UMA usage.

    I have been able to build patrols and move uma units with Rain AI however im having issues with changing the animator state on uma. Anyone have good links or references for this. Thanks in advance
     
  25. UnLogick

    UnLogick

    Joined:
    Jun 11, 2011
    Posts:
    1,745
    UMA 2.0.x changes the animator when rebuilding the character, this means that each time you rebuild the character you have to find the new animator.

    The new unreleased UMA 2.1.x doesn't do this. So try to grab the Unity53 branch (2.1 beta) directly from github and see how that works for you. You still have to wait till the UMA character has been built the first time before finding it, but after that it will stay the same. As the branch name indicates you need Unity 5.3+ to use this branch.
     
    hopeful likes this.
  26. mikezenox

    mikezenox

    Joined:
    Oct 18, 2012
    Posts:
    55
    Hey, I'm actually having some trouble delaying certain functions until said character has been built, and was wondering if you could help. Both the UMA and UMA2 wikis are down at the moment or I would have poked around there more... I see the OnCharacterCreated events, but don't seem to be using them correctly.
     
  27. UnLogick

    UnLogick

    Joined:
    Jun 11, 2011
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    When the OncharacterCreated event is fired you can simply read the Animator from umaData.animator.
     
  28. denbi

    denbi

    Joined:
    Sep 22, 2012
    Posts:
    3
    bug report
    Animation dates back when I adjust it with a slider.

    AnimatorState.SaveAnimatorState method
    stateTimes = Mathf.Max(0, state.normalizedTime - Time.deltaTime / state.length);
    I fix it
    stateTimes = Mathf.Max(0, state.normalizedTime + Time.deltaTime / state.length);

    The animation is smooth even if I adjust it with a slider

    I'm sorry in funny English.
    Machine translation
     
    UnLogick likes this.
  29. virror

    virror

    Joined:
    Feb 3, 2012
    Posts:
    2,963
    Great!
    This has been a long standing issue, very good find : D
    This has now been pushed to the 53 branch.
     
    Teila and hopeful like this.
  30. illus

    illus

    Joined:
    Jan 11, 2016
    Posts:
    5
    Hi all.
    I have problem creating new race, on start console gives me 2 warnings "cannot apply dna: UMA.UMA Dna Tutorial" and "atlas resolution is too small, textures will be reduced" and doesn't show my generated race.
    Can someone help?
     
  31. virror

    virror

    Joined:
    Feb 3, 2012
    Posts:
    2,963
    "atlas resolution is too small, textures will be reduced" is nothing you need to worry about, its just that your atlas res is to small compared to the size of the textures you try to put in. It will just rescale the textures so they fit the atlas.

    The other thing i have no clue : /
     
  32. illus

    illus

    Joined:
    Jan 11, 2016
    Posts:
    5
    Thx.

    I debuged the code by SecretAnorak regarding "cannot apply dna". it tries to apply 2 sets of dna, umadnahumanoid and umadnatutorial. First one gives no errors and that one is needed for sliders to work, but in any case i don't see my generated model. It's in the hierarchy but not in the scene : (
     
  33. illus

    illus

    Joined:
    Jan 11, 2016
    Posts:
    5
    I've fixed it, just my camera postiton was wrongs, but now i get this_

     
  34. Ruby-Roid

    Ruby-Roid

    Joined:
    Jun 21, 2015
    Posts:
    26
    Hello! I have three free vouchers for UMA 2 Military
    http://u3d.as/yWd

    write to the PM who need
     
  35. denbi

    denbi

    Joined:
    Sep 22, 2012
    Posts:
    3
    Thank you for supporting bug report

    bug report
    The space of the leg does not spread out equally
    legSeparation value

    HumanFemaleDNAConverterBehaviour
    624 Mathf.Clamp((umaDna.legSeparation - 0.5f) * ___ * 0.1f, -0.055f, 0.055f),
    and
    629 Mathf.Clamp((umaDna.legSeparation - 0.5f) * ___ * -0.1f, -0.025f, 0.025f),

    A difference is in the end of line

    0.025f or 0.055f ?
    Which is a correct answer?
    I fixed it to 0.025f
    With care to signs
     
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  36. virror

    virror

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    2,963
    Hmm, i will have a look at it : )
     
  37. virror

    virror

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    Feb 3, 2012
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    2,963
    Ok pushed a fix to the 53 branch. Thank you again for a great bug report : )
     
  38. Admiral-Skye

    Admiral-Skye

    Joined:
    Feb 10, 2013
    Posts:
    32
    I've been trying a few different things to get past this error but I'm stuck here. I'm creating a new race and I get this error when using the crowd scene "AvatarBuilder 'Generated Character': Transform 'Left_Hip_Joint' for human bone 'LeftUpperLeg' not found" Whats weird about this error is that it's a random joint every time. Can anyone help me with this?

    EDIT: I'm using Maya and I used the settings mentioned here: https://uma.unity3d.com/wiki/index.php/Content_Creation_-_Maya but I'm still getting the same errors. I'm not sure what else I can do.

    It works fine when I make a full body slot but not with individual parts
     
    Last edited: Sep 25, 2016
  39. Ruby-Roid

    Ruby-Roid

    Joined:
    Jun 21, 2015
    Posts:
    26
    Hi guys. Free military caps released.
    u3d.as/Awn
     
  40. gn0ll

    gn0ll

    Joined:
    Sep 29, 2016
    Posts:
    16
    Been messing around with UMA a lot, and it has been great.

    I have a couple quick questions:

    1. Leg height and width seem to be tied together, which makes it pretty hard to create characters that have short stumpy(thick) legs. For example, a dwarf or ogre needs thick legs that are very short. I cannot accomplish this using the dna modifiers available to me (I have tried a lot of different combinations). Is there a way to accomplish this using some other method or scripting?
    2. Somewhat related to this, is there a way to set dna values outside of the range of 0 to 1f? Would be great to give my characters some more personality where needed.

    (Just for some context, I am pretty comfortable with UMA and C# and have already gone through most of the tutorials I can find)

    Thanks for any help!
     
  41. virror

    virror

    Joined:
    Feb 3, 2012
    Posts:
    2,963
    Regarding nr 1, i have seen this as an issue as well. Length has a similar issue as it just scales the entire UMA instead of changing height as another example. The problem is that if we change this we will most likely mess up all the already generated UMAs out there. Will discuss wit the crew : )

    Pretty much all code related to modifications can be found in the HumanMaleDNAConverterBehaviour.cs and HumanFemaleDNAConverterBehaviour.cs. You can mess around there to change how different parts are affected by sliders.
     
  42. briantheburnt

    briantheburnt

    Joined:
    Nov 5, 2015
    Posts:
    3
    I cannot for the life of me figure out how to incorporate eye, skin, and hair color changing into the character customization example scene.

    The main issue seems to be with the commented functions/variables AddParts, umaDna.gender, and umaDna.Body (and all children of umaDna.Body). None of these things seem to exist in the asset, and no documentation refers to any of these. There is no example on how to change the color of anything, either.

    Uncommenting the commented lines in UMACharacterCustomization.cs, as expected, throws a bunch of errors because none of these items are defined anywhere.

    Is this simply an unbuilt part of the system and we're out of luck until the developers fix it? Does anyone have a recommendation/tutorial for doing this? It's really the only thing holding me back.
     
  43. gn0ll

    gn0ll

    Joined:
    Sep 29, 2016
    Posts:
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    Thanks virror, for number 2, that is exactly what I needed! :)

    For anyone else, at the bottom of HumanMaleDNAConverterBehaviour.cs I just added some custom bits to make my guy really fat:

    Code (CSharp):
    1. skeleton.SetScale(lowerBackBellyHash, new Vector3(2.05f,1.3f,2.0f));
    You can mess with the scale of the UMA during runtime, which makes these kind of tweaks a breeze.

    For #1, I started messing around with the leg stuff and was able to make a bit of progress, but I ran into a roadblock when I found that there was no bone hash for the legs, only the UpperLegAdjust, and LegAdjust but not the root Leg (which is making things look weird). Is there a reason for this? should I not be setting the relative position of the root leg bones for some reason?

    This is what I have so far (to make legs shorter while maintaining thickness)

    Code (CSharp):
    1. skeleton.SetPositionRelative(leftLegAdjustHash,new Vector3(0.25f,0f,0f));
    2. skeleton.SetPositionRelative(leftFootHash,new Vector3(0.25f,0f,0f));
    Thanks again for all the help :)
     
  44. RandAlThor

    RandAlThor

    Joined:
    Dec 2, 2007
    Posts:
    1,291
    I am interested in buying the dk uma premium asset but have some questions.
    Can i use this with unet to make amultiplayer game where each player can create his own character and everyone can see his creation in the game?
    Is there somewhere an code example for uma with unet?
    I also want to use this for premade or random uma npc in the multiplayer game, is this also possible?
    Will lod definetly come to uma or the dk premium asset?
    Can is use some bought shaders for parts of an uma design? For example a special skin shader for the skin but the normal pbr shader for most other things? Is there an example on how to make that?
    Can i use some special physics assets on an uma character? For example to let swing a cloth like cape dynamicly or let wiggle the belly of a fat character?
     
  45. virror

    virror

    Joined:
    Feb 3, 2012
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    2,963
    You should probably ask the dk uma guys. Thats not "official" UMA stuff but 3rd party assets.
     
  46. LacunaCorp

    LacunaCorp

    Joined:
    Feb 15, 2015
    Posts:
    147
    I'm pretty much finished our UMA integration apart from fixing one problem- clothing clipping.

    I am aware of the cutout shaders in 2.1 and I have the latest branch of UMA in our project, but I honestly just don't get how they're supposed to be used (i.e. separate overlays, 4th channel on body, etc.). I want to be able to mask the body depending on the clothing equipped to prevent clipping, and also mask the hair when a hat is worn. If somebody could explain the workflow for using a transparency map with the new cutout system I would really appreciate it. Please note that we are using a PBR setup (diffuse, metallic, normal).

    Thanks :)
     
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  47. RandAlThor

    RandAlThor

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    Dec 2, 2007
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    1,291
    Yes some questions maybe better to answer from them but most of them are also asked for uma in general?
     
  48. neoshaman

    neoshaman

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    Feb 11, 2011
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    6,469
    What happen to unlogick's extension with quadrupedal?
     
  49. virror

    virror

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    Feb 3, 2012
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    No problems using UMA with multiplayer, we have several ppl using it for MMOs and other multiplayer games.
    If you use the latest 53 branch from github there is even a shiny new example scene for setting up UMA with UNET that i made : ) Its just an example scene with some scripts but it should be pretty easy to see whats going on.
     
    hopeful likes this.
  50. hopeful

    hopeful

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    Nov 20, 2013
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    I can see where you might find it beneficial to try the UMA53 branch before diving into the DK UMA package. This way you'll see what's native to UMA in its latest (pre-) release.