[Deprecated] Runtime Tools for Morph Character System (MCS)

Important notice:
Leatherbound Games has been rebranded into Paradox Solution Softworks as the company expands into more generalized software development, however this is not just a name and logo change and will have implications on Modular AI, MCSRTT and UCP as well as our game projects. What most of you here on the forums probably want to know is what effect this will have on the assets you purchased.

The Assets:
As of right now all assets have been deprecated and are no longer available on the store, don’t worry owners of the assets will still be able to download them. The assets will return as part of our new product line Unity Textbook over time.

Unity Textbook:
Because many of purchasers of our assets have been students, beginners and hobbyists we feel that the best approach as a company is to cater directly to those who not only want great tools but also need to learn the intricacies of the industry to achieve success in their endeavors. Unity Textbook is an editor extension for Unity that will act as a textbook right inside the Unity editor, it will include a glossary, a toolbox of editor extensions, programming guides on how to code the toolbox tools as well as user guides for the non-programmers. Unity Textbook will be a free platform others can come in and build tutorials and documentation in, and will have intuitive tools for creating “chapters”.

For Example Modular AI:
Within Unity Textbook we create a tutorial walking you though how we created the modular AI platform, you will be able to switch between the tutorial scripts (unfinished or not) and the final tool at any time without error, we will then create additional chapter on how to design AI, create specific modules and so on…

Overall Goal:
Our overall goal is to not let our product be so much about profit but to bring together the community through learning and a passion for the industry, all Unity Textbook chapters will be priced at indie rates ranging form $1 for basic lessons to $10 for expert lessons, there will be a complete edition of Unity Textbook for $60 that will include all future chapters. This gives hobbyists and indies that have lower budgets the option to only pay for what they want to learn or be able to have access to it all at a reasonable price. Furthermore owners of Modular AI will get a 100% discount off of Unity Textbook. We have many chapters planned and a solid platform to build on, we hope we can keep a consistent flow of content coming, with at least one chapter being submitted per week as soon as Unity Textbook hits the asset store. Paradox Solutions will also be much more dedicated toward a premium feel this time around, everything from our images to our marketing, PR, and products will have higher quality standards.

Thanks for your support,

Paradox Solutions

Original post below:

Hello,
I am FirefightGI. Today I am pleased to announce that Leatherbound Games will be releasing a set of runtime tools for MCS (Morph Character System) on the asset store!

Morph3D on the asset store: https://www.assetstore.unity3d.com/en/#!/search/page=1/sortby=popularity/query=publisher:13832

Runtime Tools for MCS on the asset store:

Update: v.1.0.1b has been released allowing full compatibility with the initial release of MCS 1.6

Features:

  • Runtime character creator:

- A runtime character creator supporting sliders for all 400+ morphs it will also support, hair, race and gender editable through both camera space and world space UI.
- Easily create an in-game morph slider by dragging and dropping.

  • Character randomizers:

- Randomize your characters at runtime, supports randomized clothing, race and morphs. Have your characters randomized on start for pseudo procedural characters.
- Support for facial/body symmetry across races when randomized.
- Randomize morphs within a chosen range.

  • Growth from child to adult over time:

- Designate a timeframe for a character to grow from a child to adult to elderly.
- Start at a specific age.
- Support for real-time aging (default) as well at your own intervals (i.e. for use in a day/night cycle)

  • Runtime costuming:

- Equip clothing/items to characters from an inventory, picking the item up, walking over it ect…

  • Integrations:

- Options for integrations, save and load your character to and from PlayFab, and setup your character with UFPS in just one click. ~ Will come in a post-release update.

  • Compatible with both MCS Male/Female Lite and Full versions:

- Our system lets the user easily use both the MCS Lite and Full packages, allowing you to upgrade to the full version without having to rewrite any code!

  • Shared sliders between Male and Female:

- Changes you make to a character can be optionally shared between both male and female characters while editing allowing you to switch between male and female without loosing your progress.

  • Character Races:

- 16 built-in races.
- Races act independently from your custom blendshape values.
- Randomizers work no matter the character’s race.

  • Character Saving:

- Save characters to a game server using PlayFab.
- Save characters to text and other client-side formats. ~ May come in a post-release update.

  • Tutorial videos and documentation:

- Video tutorials, written documentation and fully commented source code included!
- Demo Scenes!

Media:

Documentation PDF:
Click here for documentation.

Videos:
Ageing:

Character Creation:

Task List:
Chance of coming next update:
On Track Uncertain In Danger
Version 1.x - 2.0:
-Support for Reptilian Character - Canceled until further notice
-Support for Minotaur Character - Canceled until further notice

Version 2.x - 3.0:
-UFPS Integration - Moved out
-Client-Side Saving - Moved out
-Community Requested Integration
-Edit Morphs based on Mouse input
-Community Requested feature

Known Issues:
-Characters starting as an adult when aging sometimes don’t progress to old age.

Notes:

Further ideas are welcome, we will be improving this system using feedback from customers and those of you here on the forums.

If you are a 3D artists and familiar with the Morph3D or Daz3D workflows and are interested in some work contact us here: leatherboundgames.com/jobs

6 Likes

Release may be delayed into next month due to the holidays + finishing the tutorial videos and documentation may take some more time along with the asset store submission process. In the mean time we will remain hard at work creating some great tools for you to use along MCS!

Can we also choose to limit what can be changed by others?

Yes, the system supports all blendshapes but this doesn’t mean you have to use them all. If you are using the runtime manager along with UI we have put in a lot of support for sliders. You only have to have sliders for the morphs you are going to use, and the sliders have a min/max you can set if you don’t want your users making characters with morph values that may be unrealistic or cause clipping problems with animations. (Such as big head tiny body)

Sounds good! Thanks :slight_smile:

No problem! All questions are welcome. :smile:

Do you have a good way to serialize the characters? I need to save them online on the gameserver.
Can I get a JSON of the settings?

Currently we have scripts that support saving to PlayFab (Sent as a Json Key,Value Pair) however this is only for characters that have been created through the character creator atm. We may move saving out into a post-release update so we can cover more use cases such as: Saving client-side, to text, player prefs, xml.

Essentially we get all the slider values (whole numbers) and convert them into a string that will be the Json value and give it a key. We then have code that loads the string back into blendshape values even if there is not a character creator in the scene, the morphs will adjust based on the loaded values on the character trying to load them.
To track gender we send PlayFab a string “male” or “female” as the Json value of a separate key.

It should be pretty easy to modify our saving script to send a Json value wherever you need it.
To answer your question saving/loading “works”, but is considered experimental at this time.

If you are unfamiliar with PlayFab we are essentially updating user data in a backend database with something like this:
updateUserData(Key,Value);
With how PlayFab works we send the Json value directly. I can’t recall if you have to Parse the Key,Value pair to Json within Unity, PlayFab might do this for you.

Note: we have not yet supported saving clothing/hair, the method in how you would go about this may depend on if you are using an inventory system or not. (Inventory system keeps track of what clothes are equipped so no need to save separately)

Of course we’ll be happy to help you if needed. :slight_smile:

Oh, I like the combination with PlayFab as that is what I’m going to use with my project as well.

Well, back to writing now. I’ve got a few more days left for #NaNoWriMo2016 before I go fully back to #gamedev :slight_smile:

this is exactly what I am looking for as well…

Good to know people are looking for ways to save their characters, I will be sure to prioritize this and try and get the PlayFab scripts out with v1.

I’m wrapping up character randomization, making sure the characters look natural. Part of this is optional character symmetry, this is great for keeping characters in proportion (so you don’t have a big left hand and a small right one).

you have any screenshots to show us?

Here are some screenshots of some randomly generated characters with symmetry turned on:


seems like a problem with the link.

You’re right, here is a picture of some randomized faces with symmetry turned on: (Direct link)
(note the male eyelashes have a material error)

Would it be possible to do some kind of raycast at a point? Click the face or part of the body and get back a list of the blendshapes affecting that point?

Similar to Fallout 4? Sure it probably is possible, however some things in MCS are in DLLs and require their character manager to edit, I think the actual blenshapes are part of the model and any code creating them is in the DLLs. So retriving the blendshapes from the model may be very hard if not impossible to do. However you probably could work around this by setting up colliders around the character that when clicked allow you to drag sliders off screen (or unrendered) in worldspace ui based on the cursor’s velocity from the start point. This is something we can look into and add in a future update if requested.

Edit: To clarify, I do not think you can get a blenshape by clicking the mesh since there is no way to access blenshapes to see where they are on the model. But the effect can be achieved with some camera tricks and colliders like mentioned above. I am just speaking in theory, we may look into this further in the future.

I for one would love something that allowed/facilitated a fallout 4 sort of editing. For what its worth. :stuck_out_tongue: