UMA - Unity Multipurpose Avatar on the Asset Store! (Part 2)

Continuing the discussion from UMA - Unity Multipurpose Avatar on the Asset Store! (Part 1) - #12765 by Jaimi.

Previous discussions:

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UMA 2.13 Released on the Asset Store!

Asset Store Link:

What is UMA?

UMA is a character customization framework. UMA includes all of the code necessary to build a huge variety of unique characters from simple recipes. By merging the meshes, textures and bones of a character and its equipment UMA builds efficient customizable characters with a minimum number of draw calls. The included Human meshes can be used as is, or you can create brand new races/creatures specific to your game and use UMA to customize those as well.

UMA Characters are:

  1. Customizable and morphable in editor and at runtime.
  2. Easily saved to and loaded from small strings at runtime for efficient saving and transmission
  3. Compatible with both desktop and mobile.
  4. Have a built-in LOD system for both textures and slots.
  5. Can generate optimized prefabs that can contain runtime DNA.
  6. Can be tuned at runtime for low-end to high-end devices.
  7. DNA can be created to modify Bone orientation, complete bone poses, blendshapes, and even colors.
  8. Multiple tools to address overlap and poke-through, including hiding individual polygons with a mask, dropping out entire sections of the meshes, suppressing wardrobe items completely, and even squishing hair to the head to assist with hats and helmets.
  9. Assets can be added to the system using Asset bundles or Addressables - So you can update it from your server, or even add mod functionality.

Several built in races are included. Also included is a customizable character generation scene you can use as a base to write your own.
We have many, many clothing assets coming - shirts/pants/shoes/hats/hair/armor/socks/helmets etc - in various styles - Medieval, Modern, Sci-Fi.
New races are coming soon also - Higher resolution, with multiple texture sets (realistic, stylized), Anime races, Cartoon races. All clothing will be interchangeable.

Current races:
Standard Male:


Standard Female:

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Hi Raimi,

I have Um213RC8 installed. I do not find that “Rebuild index” stuff anymore, wasn’t it in the UMA menu or on the global library? I cannot see it please give mie a hint :slight_smile:

Step one is to go to the “Global LIbrary Filters”. Then remove any filters that you don’t need/want.
Step two is, from the Global Library Window, Select “Rebuild from project” from the File Menu.

UMA 2.13 RC9 Released

This has fixed all (?) reported issues in the previous Release Candidates. In addition, some features were added to visualize slots and vertexes in the Inspector.

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Nice, has the ‘prefab baker exporter’ feature from Power Tools be added to UMA yet? I remember asking a while back, just seeing what the update was. It was the feature where you could bake a prefab, removing certain bones to simplify the skeleton and then export it as a prefab.

Hi Jaimi,

thanks for the hint! I still cannot save my female dna from my female prefab with dynamic charackter avatar and race “HumalFemale”.

The log says:

Should I remove all “FR_High” … stuff from my global llibrary, do they cause the problems?

Thanks and have a nice weekend :slight_smile:

The Prefab Maker is part of UMA (generates a mesh, and the combined/colored textures), but the bone removal is currently not. Joen did contribute the code so I can add it at some point, but the boneweights have changed dramatically, and the prefab making is a different process than his, so it’s a pretty large task, and I haven’t gotten to it yet.

The ones it is complaining about are test slots that I did not upload… I can’t seem to find where it is referencing them. Choosing “Rebuild from project” should have erased any knowledge of them from system. But there must be some reference somewhere that I’m not expecting. Let me dig into this a bit.

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OK, figured it out. To solve that issue with the recipe, open the 'Human Female base race recipe", and force it to resave. You can do this by going to the shared colors section, and hitting the “Save collection” button.

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Hi, I’m trying to understand what the white box is under UMA character feet.

I’m having problems with floating characters and that pedestal box on feet caught my eye, could that be causing floating?

It is Not the bounds box because when I click on UMA Renderer the foot box doesn’t show, then click back on the root of the game object, the foot box is a separate box from the bounds and appears to be from the DCS component. There is no other collider or character controller on the game object… In fact I removed all other components from the character except UMA components.

I’ve tried Googling this but the new discussions thing sure doesn’t lend itself well to going through old posts lol ugh.

There was a post on Reddit about this 4 years ago
https://www.reddit.com/r/Unity3D/comments/irwze8/uma_2_what_are_those_white_boxes_under_characters/?rdt=45813

Thanks!

I’m not sure what is causing that box, but I doubt it has anything to do with the character not being on the floor directly. There are various things that can cause that, but the most likely two are:

  1. The Capsule Collider is down too load. This can be added by a utility script, so make sure that it’s not before you rule that out.
  2. A bonepose could be tuning the skeleton so that it’s offset. If this is the case, it should have also adjusted the position bone to make it flat. You can edit the bone pose to fix it if that is the case.

UMA 2.13 RC10 is released

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That worked! Thanks Jaimi :slight_smile:

That worked until I closed my project.
I could add and change DNA values on my dynamic character avatar, looked good first. Did get no exceptions anymore.

Now again the added DNA values are missing! I closed unity and reopened it later. I see no error messages.

I cannot set the “Keep predefined DNA” it does not take the checkmark. Other values look like this:

Thanks

Is it possible that it’s just not being saved? Have you tried manually saving (File/Save Project)?
I will look into it, but I’m not seeing it here. But maybe something else is triggering a save?

I don’t see this in the latest version, so maybe something removed/changed?

OK - looking through the code, it looks like this could happen if the GUI code doesn’t detect a change somehow. I’ve manually accounted for this in the next update, so hopefully it won’t happen to you in the future.

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It was on 2.12 from asset store / package manager install.

Reading the update instructions for 2.13 it says delete the DCS prefab from scene.

I had placed lots of NPCs and stuff manually in scenes.

Does that mean I would need to like convert their DNA to new prefabs and re-place them in all scenes? So any UMAs customized and already in game are not backwards compatible with 2.13.

Thanks for your work and support on UMA!

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No, you dont need to redo your prefabs. The UMA_DCS is just the component that does the generation and sets the parameters. So you can put an UMA_Glib in the scene, copy any specific settings to the generator (setting any new ones of course), and then just delete the old UMA_DCS.
You will definitely want to set the fit method to “best fit square” it does a much better job of fitting the atlas.

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