This is now part of UMA, as of UMA 2.5. It is recommended to use the updated UMA instead. It has many new features and bugfixes.
Here is the first version of my recipe-based character system. It uses Recipes for the individual
pieces and will correctly merge them in order, manage slots (so you don’t have two hats on, etc) and apply hair/eye/skin colors to them when they’re generated. It was everything that I needed to manage my avatars, and should work for most others.
Since it requires a later version of UMA than is on the Asset Store, I’ve included the full UMA package with it, so it’s quite large.
I’ve recreated the ColorUtility functions, and added them to the namespace. Include this file in your solution and it should start working. If you have any other issues, please let me know. I should have a better demo included in a few days, just need to carve out an hour or so to make all the recipes. The limited content that comes with UMA won’t make an amazing demo, but I can still show:
I am somewhat familiar with UMA so I will see what I can do. This saves my programmer from having to make something special for me to test. He has it all working on the server but I want to test in my scenes first. I am hoping this will do it.
So far, seems easy to understand. The female peasant shoe is missing though, and I wanted to look at how to put in the “hide” parameters. Is this the shoe from Secret Anorak’s videos or somewhere else?
I would guess that I would type in the body part that is being replaced, such as feet, chest, etc.
Once I get that info, I am going to try out Will’s peasant outfit and see what it does. Having fun! And that says a lot when it comes to anything having to do with UMA. lol
Yeah, sorry - I left that recipe in by mistake - that’s one of Will’s actually. Will, if you’re seeing this, It was only the recipe Not any of the assets.
To hide something, just put the name of the “SlotData” into the hides field. To find the slot names to hide, just select your base recipe, go into the inspector, and collapse everything (easier for me then remembering every slot name). But for reference the SlotData names for female are: “FemaleFace, FemaleEyes,FemaleFeet,FemaleLegs,FemaleHands,FemaleTorso,FemaleInnerMouth,FemaleEyelash”. The male names are the same (except for “Male” instead of “Female” of course).
Next version I’ll use the Split Head for the base recipes, that way you can swap out ears/noses.
I actually figured out that was Will’s after importing the Peasant package. lol Still didn’t work but no worries. I will just remake it with the rest of the recipes.
Thanks for the Slot names, I should have figured that out but you are making it easier for me.
Okay, so I am making the recipe but having trouble with adding slot and overlay data. Adding the Slot asset (M_Peasant_Hood_Slot.asset) to the first space: Add Slot, worked fine and opened the M_Peasant Hood area. However, I dragging the overlay and slot into the next two areas does not work. I am using the same slot asset as above and the corresponding overlay for the hood. When I drag them in, nothing happens. Having looked at the example for the hair, it looks like the overlays should appear below the bottom blue area.
ok - the first “add slot” at the top is to add a slot without an overlay. The second one (under the first overlay) is a way to add a slot that shares an overlay with the current slot. Dropping an overlay on the OverlayDataAsset field should have shown the overlay, and allowed you to set colors. Did you get any errors in the console? Does the overlay have the template material defined?
It can use either one - it doesn’t care how they are setup. The only problem that I see is that the template material is not assigned - you’ll need to drop the UMAMaterial there, it’s the last field.
I am sorry to be such a pain! Thanks for your patience. This really looks pretty nice to use. Tedious though to add all the PBR stuff in so will do that this evening.
One thing about UMA, if you take a break from it, it all changes, and like other complex assets, you forget how to do things. Yours makes sense intuitively so much easier to remember, kind of like the Gaia of UMA.
Hopefully I will have a UMA avatar running around in my scene by tomorrow thanks to you. I have spent the day going from the Character System Project and making some new fields in another project.
Just so you know, I’m lurking. I did get the project downloaded and ran the scene (no PBR), but haven’t had time to do anything else yet. But I’m interested in working more with recipes, and I look forward to seeing what this new add-on does.
Used Jaimi’s handy dandy method of getting all my PBR overlays and slots in! Yay! So they are all in and all I have to do is change Will’s. A little shopping tonight with my daughter and then back to see if I can get it to work for me. It is looking very good!