UMA - Unity Multipurpose Avatar on the Asset Store! (Part 1)

Hi, buddy, when would tutorials about making slots be out . I means, after the Artist colleagues give me those parts,how do I make them as usable Slots
Looking forward to see tutorials about making UMA from scratch;)

Heh, I keep finding new snippets I want to add, so I havenā€™t settled on a price yet. In the beginning it was just the bone baking, but now Iā€™ve added the auto loader, showing of characters directly while editing and while Iā€™m working on getting Josefā€™s horns and wings to a pack Iā€™ve found a few more content creation snippets that are nice.

But Iā€™m aiming at cheap, hoping that many will buy. :slight_smile:

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  • OpenGL ConvertRenderTexture fix pushed to GitHub
  • Cannot Link for WP8 and Windows Store fix pushed to GitHub - still need testing that it actually works. Pm me if you want to test.

Cheers
Joen - UnLogick

Fantastic. My characters are all teens will we be able to make more heads and hair styles with your app?

Fernando made the existing body parts without my pack, so strictly speaking you do not need my pack! The only thing I do is make pretty windows that let you fill in a few fields and then it will generate the raw asset for you and auto-generate as many fields as possible. But it is perfectly possible to Edit the assets directly in Unity.

Right now Iā€™ve made snippets to help you set up additional bones which is needed for the wings and horns. Thatā€™s simply because Iā€™m too lazy to fill out a 50 bone array by hand, and to worried that Iā€™ll make a manual mistake.

It may be a good idea to look at the rigging for the existing heads, so your heads supports the same customization. For tutorials and raw base meshes look at the beta site.
http://fernandoribeirogames.wix.com/umabeta

You should know that Barney G is working closely with the beta group on setting up a system where you can specify which OverlayData(textures) works with what SlotData(meshes). If that system ends up needing a helper tool Iā€™ll certainly be making that too.

Great. You should also make a thread for your new app with a price vote. You said it would be reasonably priced (yayy) but set a few prices for us and let us tell you what we will pay. And spell out your features so we all understand what you have and a road map for what you will add.

Yep, but as I mentioned Iā€™m still adding to it, so itā€™s too early for a poll. :slight_smile:

Hi there @rocki!

  1. IĀ“ve already made some tests using Skyshop (take a look at image below), but you need to adjust their shadersto access the correct chanels for specular and gloss, as we manage to pack those together with NormalMap texture :slight_smile: Please take a look at manual for further information.
  2. UMA does not support flash. Joen had worked hard to adjust the project to work with WP8 this week.

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Okay Fernandoā€¦please tell us all what is on your shoulder in your profile pic. Itā€™s driving me crazy! lol

Lol! ItĀ“s a mocap suit
http://www.xsens.com/en/general/mvn

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Marmoset and UMA, a match made in Heaven.
You mentioned ā€œdocumentationā€, do you mean the Marmoset doc or UMA doc.
Excellent work.

Flash - Do you know which part of UMA does not work with Flash?
Knowing the area that does not work will help the community of Unity Flash users to find a work around solution.

Edit: Just finished watching most of the videos from the UmaBeta site. Great stuff.
I would like to make a character using UMA body and a werewolf head, wondering how this can be done. Would I have to make a new head, create new bones ? Can you give some suggestions on how something can best be achieved.

Edit: Just read the documention:
"For a completely different race, such as horses, you will need unique content "
Question is how to create Unique Content? Would be great to get a video on how to create new Content, like creating a horse head.

Cheers.

very nice thanks!

hello , there seems some bug in your code, or am I misundersdanding

first I used UMADynamicAvatar to generate an UMA I saved
then as follows I assign the UMAData to UMACustomization script, everything works fine, I can tweak the new UMA

public void SetUMAData(Transform umaDataTransform)
    {
        UMAData tempUMA = umaDataTransform.GetComponent<UMAData>();




        umaDynamicAvatar = tempUMA.gameObject.GetComponent<UMADynamicAvatar>();


        if (tempUMA)
        {
            umaData = tempUMA;
            if (cameraTrack)
            {
                cameraTrack.target = umaData.transform;
            }
          //  print("KKJJHGG");
            if (umaData.umaRecipe.slotDataList != null)
            {
               // print("RRRRRRRRRRRR");
                foreach (SlotData data in umaData.umaRecipe.slotDataList)
                {
                    if (data)
                        print("slotName" + data.name);       //
                    else
                        print("Slot null");
                }


            }
            umaDna = umaData.umaRecipe.umaDna[typeof(UMADnaHumanoid)] as UMADnaHumanoid;
            ReceiveValues();
        }
    }

but when I try to change a slot , I got null exception,

public void ChangeShirt()
    {
        if (umaData.umaRecipe.slotDataList != null)
        {
            foreach (SlotData data in umaData.umaRecipe.slotDataList)
            {
                print("slotName" + data.name);
            }
           
        }


        //umaData.umaRecipe.slotDataList[2].AddOverlay(overlayLibrary.InstantiateOverlay("MaleShirt01"));
        //UpdateUMAAtlas();
    }

as above,when I try to access the umaDataā€™ s slotList, Unity throw out null exceptions

so I made another test:
foreach(SlotData data in umaData.umaRecipe.slotDataList)
{
if(data)
print(ā€œslotNameā€+data.name); //I got this line executed, but all the data names are empty
else
print ("Slot null ") //this prints as well, so many SlotData in list are null
}

itā€™s confusing, how can I change a certain slot element when I can access the slot

}

Can i use UMA to desing my Characters for my game or only for avatar?

IĀ“ll start recordinh video tutorials, hopefully today, and at some point IĀ“ll include an example of werewolf or something simmilar. There had been so many changes to the project that IĀ“ll need to start all over again.

For a werewolf, you can usually save the male torso, so it would be possible to use those clothes/items without any modification :slight_smile:

About flash: as Unity itself discontinued flash support I didnĀ“t worried providing support from my side. To be sincere there has been months since the last time I tried a flash build, I might be able to give it a try, but wonĀ“t expect it working any time soon.

Hi there!
SlotList can have empty slots, thatĀ“s why you need to check if that index has a SlotData at all before trying to access i.

ā€œitā€™s confusing, how can I change a certain slot element when I can access the slotā€
You simply overwrite that slot with a new one, using the same call we do on UMACrowd. Keep in mind you need to set the slot base overlay as well.

Cheers =D

Sure!!!
Enemies, npcs, main characters, use it on anything you would like =))

Does anyone know what is a good way to do Facial Animations with UMA and Unityā€™s plugins ?

What I mean is that currently there is FaceShift.com and FacePlus from Mixamo. How to best use these plugins with UMA ? It seems that these tools are not bone based. Is there some way to bridge the divide between Morphing and Bones for facial animations so that these tools or others can be used to drive UMAā€™s facial rigs.

Best thing I have ever seen in Unity3D and itā€™s FREE!!
Thank you for all this amazing work! I will update Unity to 4.3 and test this.

By the way, you should change your signature to this thread and not the locked thread in WIP section.

Iā€™ve been part of the beta group and have done work on facial animation in UMA. I havenā€™t looked at FacePlus data yet, but I will have a solution for using at least FaceShift and Tagarela. Iā€™ll try to put up a demo next week.