Hahahaha =D
IĀ“ll start recording new video tutorials tomorrow on my free time
Those will provide both help for content creators and developers. There had been so many changes from the original video tutorials that IĀ“ll start from beginning
Merry Christmas Fernando! Thanks for the great present
Merry Christmas! Thanks for everything you and UT did to make this happen. I really appreciate it.
Hi, glad to see the latest release:), now I know itās easy to change Umaās partsā size and rotation
But how do I customize characterās clothes and their colors easily?
seems troublesome:face_with_spiral_eyes:
At the moment there is no smart editors for that, it can only be done through code. Doing so is quite trivial (for a coder).
The reason nobody have written a generic tool for it yet is the lack of meta data associated with the current SlotData(Meshes) and OverlayData(Textures) system in UMA. Meaning that you would have to hard code which Overlays(textures) matches which Slots(meshes), and which order they should be applied in. After all adding a shirt texture under the skin texture is kinda pointless.
However such a meta data system is in development in a separate branch and will be added, probably in about a week. After which I expect to see multiple such editors to spring into existence. So in about two weeks Iām fairly certain such an editor will be available at least in a beta version.
Fantastic! This will potentially let also be useful for DX11 Tessellation and LODing our characters for efficiency. Thank you again. Just a great surprise all around this Christmas.
MIT License !
Thanks, it is very appreciated.
-Ippokratis
Hi there guys!
WeĀ“ve just got aware that ConvertRenderTexture on UMAGenerator is breaking Atlas generation when using OpenGL. This will be corrected as soon as possible
Cheers
Iām getting a number of errors on Import within a Brand New project using the Asset Store version of UMA and the newest version of Unity Free (4.3.2)
UMADnaHumaniod_Generated - Line 22, 37 - Count is marked as an override but no suitable property found to override
UMADnaHumaniod_Generated - Line 23, 41 - Value is markedā¦āā
UMADnaHumaniod_Generated - Line 182, 42 - Names is markedā¦āā
UMAContext - Line 7, 16 RaceLibrary could not be found. Are you missing a using directive or an assembly reference?
UMAContext - Line 8, 16 SlotLibrary same as above
UMAContext - Line 9, 16 OverlayLibrary same as above
I guess 4th time is a charm. After installing this the 4th time the errors appear to have gone. Although, I donāt see a scene like the tutorial video shows.
Another question, How do I load a clean avatar I saved?
currently I am using the UMADynamicAvatar, give it Uma Recipe, and then it ā ll the the avatar at start,
but there are some unwanted structure, I means every UMA loaded has Rigibody, and collider attached, which I donāt want at all
because I want to controll UMA movement by other scripts and a CharacterController, and also I donāt want UMA have any empty parent
I need a clean one, how to do that? thanks in advance
Good to hear itĀ“s working now.
About the video tutorial, some of them are 5 months old, so IĀ“m starting recording new video tutorials to help new users.
The video recording would start today, but IĀ“ll handle a known bug first, and record tomorrow.
Cheers
Hi there!
The fast way is to actually remove unwanted components from the prefab at UMA_Assets/Races, but keep in mind some components are necessary. If you remove the capsule collider, you might want to remove itĀ“s update call set at UMACrowd as well. The avatar hierarchy required an extra level to keep dynamicAvatar above the UMAData itself, to easly update avatars. Joen included an extra GO to handle other changes and improvements that will be available on following weeks.
Thanks,it actually works , and here is another question, this may be the same with the Changing clothes,
Will it be easy for me to swap UMAās body parts? Like I donāt the a certain face look, I want to replace it with another one
As Joen wrote before, right now this requires programming knowledge, but itĀ“s actually quite simple. You can both change the actual head mesh, or just itĀ“s textures.
Cheers
I think you just go in to blender or the like using the content creation download from beta site. Then just mess with bone weights. There is a video on it. then just use the head, arm, feet etc u made in a slot. Iām holding off for low poly pack but gathered this was the approachā¦might be wrong.
SIDE QUESTION:
A list of what bones we can have a script remove after mesh creation would be helpful on optimization end.
Hi there!
You can both change the mesh based on bone deformation and actually edit itĀ“s vertices creating a new slot, but itĀ“s necessary to access the modified content by code. In example scene Crowd, UMACrowd is responsible to define what Slots and overlays will be used.
This optimization youĀ“re talking about is actually being handled by JoenĀ“s amazing pack, he plans to sell it on AssetStore on following days.
Cheers =D
Hi there! Just corrected one known bug on avatar serialization. The OpenGL ConvertRenderTexture known bug will be handled tomorrow by Joen.
Cheers
Cool. Do drop us the link when its up. Joenā¦any heads up on price so can start saving