my name is erwin, and i’m developing the tool called UMA Wizard.
UMA Wizard will allow you to create and edit UMA recipes. it’s in its initial stage, but it’s already functional. there are lots of new features coming in the the next weeks. you can see it in action in this video:
please note that this version is not the one currently in the asset store, but i expect it to be on monday or tuesday.
i would very much appreciate if you guys give me any feedback you can think of. whether is stuff you want added, or bugs you found, your impressions, complaints, anything is greatly appreciated. i’ll be posting more stuff here and in the blog (http://umawizard.blogspot.com/).
this coming week, besides going through the roadmap list, i’ll be adding some art too (slots mainly and basic overlays). these is what i intend to do, please drop any requests:
male jeans
several styles of sun glasses
male and female watch (something low poly and basic for the moment, i’ll add more fancy styles later)
something close to uma thurman’s yellow outfit in kill bill
if i have time, a male suit (you probably know where i’m going… i just thought of showing uma crowd in action with an example and it made sense. will try to do it in a way i don’t get into trouble )
Just picked this up thanks for the hard work. I am certain I will have a number of questions mainly around up coming features. Maybe something like NGUI integration for your wizard functionality. I don’t know I will be honest I just watched the video so I will wait to ask more well thought out questions once I have gone though the scripts.
hi, thanks. please note that the youtube video uses a newer version that the one in the asset store. i expect the asset store one to match youtube’s on monday or tuesday. please let me know about any suggestions, requests, bugs, anything. the scripts are also more organized in the update, and i’m organizing it a bit more now for the next update. i’ll accumulate progress and resubmit by wednesday or thursday to avoid becoming annoying with the updates. i’ll try to post what are the features being added or fixed for you guys to track progress and make suggestions.
i have ngui, i’ll add integration into the to-do list, thanks for the suggestion.
First off, thanks for what looks like a very useful new UMA tool. I just thought I’d give some feedback on my first tests.
When I replace the standard UMAGenerator script with the UMAGeneratorThreaded version from the Power Tools pack, I’m getting some pretty severe flickering from idle to T-pose whenever the “Texture” button is selected in UMA Wizard. It all still works, but it’s really distracting. Testing with and without the threaded version indicates there are some other compatibility problems between it and UMA Wizard. Lots of errors and glitches everywhere. Any idea what’s happening here? I’d really like to continue using the threaded version, since it reduces the resulting avatar’s bone count significantly. I’d hate to have to choose between using it, and using UMA Wizard.
When picking colors, choices often show up in several places. I understand why this needs to happen in most cases, and expect to find body color listed under several categories, such as face, torso, legs, and hands, but shouldn’t shirt color just be on the torso? I could see it also extending to the legs, for a long shirt, but not to the feet as it does now, or jeans color being on the hands. It clutters things up, and makes it harder to find the settings you’re really looking for among all the duplicates.
I’m not sure if this is a bug, or just something I’m doing wrong, but I’ve tried saving UMA Wizard avatars several times using the UMA Power Tools extension. I always get an error, and the mecanim animation component is missing from the new prefab, making it not function properly. Here’s the error:
and here’s the resulting prefab:
For comparison, this is a “normal” saved prefab:
FYI, besides Power Tools, I also have UMA Helper Pack installed, if either of them could be a factor. I reverted UMAGenerator to its default script for this test, but it made no difference. If your tests don’t confirm this behavior, do you have any suggestions as to what’s causing it?
i haven’t tested with the power tools yet, but i’ll get into that now. my thinking is precisely to complement the tools, so this is something i must do. please give me a couple of days. i’ll also get the helper pack and test all the tools together.
also, the UMA Wizard version in the asset store got several modifications which were already submitted. waiting for it to be updated in the store. one of them is the folder where the scripts and assets will be stored. although i don’t think this will solve any of the above, please do have it in mind.
now, regarding your observations:
yes! i need to get the power tools and replicate the same situation. the idea is for everything to work fine all together. any fixes i find, i will inform them through here, for you guys to know they are coming. please note the updates take a bit while they get checked, so i’ll let you guys know.
you are right! and if you parse the recipe with a json viewer, the overlay appears on each of the slots that may be involved. in other words, the issue is saved in the recipe. let me check if its my doing, or its something with the UMA save avatar script (that is the one getting called), as the recipes that come with the UMA project have the same issue. at this moment it occurs to me is the way UMA works, so if that is the case i’ll implement a routine to override this copies and only assign the overlay to the proper filter option, for you to find the overlay where one would only expected it, and only one copy of it.
once again, i don’t have the power tools yet, but i’ll get into it right now. i’ll feedback my findings, and comment on any change you guys can code while the fix gets updated.
Hi there @esaavedra76, I´m really happy you´re working hard to get your tool working together with the other tools available at AssetStore! =)
If you use skype and would like to talk to other developers using UMA and tool creators, send me a PM with your skype ID and I´ll be able too add you to the skype group.
The group itself is open to all developers and has been a good place to share knowledge and get fast feedback.
Cheers!
hi,
the flicker problem you tell me about… i believe it was solved on the updated version sent this last friday. as soon as the package gets updated in the asset store, please verify if its gone. the reason was that the avatar was being redrawn constantly, and not only when modified. this should be the reason for the flickering. it was solved and resubmitted, i’m sure the update will be ready soon.
i’m working on the rest of the issues right now, thank you for your patience!
Great. I’ve been talking to Kirby, and some of the others. You all seem to be working hard to make UMA as awesome as possible, so I’m willing to wait a while if that’s what it takes. I’ll say the same to you as I said to him: Nobody expects version 1.0 to be perfect. Take your time, and sort it all out. It’s taking me a while to get up to speed on the rest of UMA anyway, so just do what you can. It’s good to know some great tools will be waiting when I’m finally ready to use them.
hi guys, the update has been released. one major change was the folder, so please have this in mind when you update your project.
the flickering issue should also be gone. the videos should now match the version on the asset store, they are labeled 1.01. the videos labeled as 1.02 are for the next release.
there are new features and other small changes on the structures on the 1.02 version that will be submitted by thursday. i’ll let you know. after that, changes will likely only be regarding the scripts and not the folder and menu organization. please note many things in UMA are also converging, reason for the changes on the wizard too, please be patient, we are all working as fast as possible.
i will be uploading videos with the new features, so any input is appreciated.
hi! not at all, i’m working on that as we speak. i have spent these few days fighting with the bones, as i’m adding a feature to allow the wizard to easily add animations to bones, to textures, etc. i demoed the texture animation one on a video in the youtube channel (which will be improved from the one shown in the video), and will soon add one showing how to enable moving breasts on female avatars. after that i’ll show how to animate bones available in the slots, like belts, hair and stuff like that. finally i’ll add a feature to easily assign weapons, gear, etc. to specific bones in the avatar.
the way all this is going to work, is that uma wizard will generate a script that will be added to the avatars, kind like the umagenerator one. it will then control all the animations, whether in the textures or the meshes, place weapons and gear, etc. the script will be documented for you guys to access its functions from your own scripts. i’ll have it all laid down, is just a matter of a few days while i get the first examples working. all these will be available in version 1.02, which will hopefully be submitted by the end of this week.
btw, i know that the wizard is gaining so many functions, and will have so much more, that i’ll have to do a proper GUI for it. i’m leaving that for last, but it will very likely have a new look and feel by early february.
please be patient, there are lots of features coming in,… this is just the beginning
hi guys, a new video that shows current work for adding items into the avatars in a fast and easy way. i wanted to lay down all the major features the wizard will have for now, and then focus on the low level and stability stuff. i will keep posting videos with updates. please note that the next version will take me until monday or tuesday to submit, so it must become available by friday next week. lots of interesting features!! hope its worth the wait.
i’m aware the GUI needs work. i’ll do that after the next update.
thank you for your support! please share comments.
hi mikie, yes indeed, it will be ready next week with some other features i haven’t showed on youtube yet. i will also test them for stability to make sure the package is robust and works well with power tools. i expect this to take me a couple of days, so i think the update will be submitted by tuesday next week. please note that this implies it will likely be ready for you guys by friday. thank you for your patience.
i’m now concerned about the GUI, there is too much information, so i’ll work on this after i submit the update.
IMPORTANT: THE NEW VERSION OF UMA HAS SOME CHANGES THAT WILL PROBABLY MAKE YOUR UMA WIZARD CRASH. THIS IS CURRENTLY FIXED AND WILL BE UPLOADED WITH TUESDAY’S UPDATE. APOLOGIES FOR THE INCONVENIENCE.
the new version number will now be uma wizard 1.10. there were lots of changes and new features added. to avoid confusion a video with all these will be uploaded to youtbe as soon as the update gets submitted to the asset store and not before. this include the fix due to the new changes in the uma project. once again, apologies for the inconvenience.
new features:
almost everything is now done in edit mode, and within the scene view. you do not require power tools for this, although compatibility for using it will also be provided.
changed the way the wizard options are laid down, being more contextual. in this way all the buttons for the new features won’t saturate the screen.
new wizard scripts!!! you can now add items into your uma avatar, schedule a shape modification, an overlay change and moving breasts for females. adding physics to parts of slot meshes will come on the next update. all these is done via scripts that you can access from your own code to activate and control. a video is worth more than one thousand words… so it will become clear in a few days.
uma wizard own compression/packaging format. this is meant for including the action scripts and the items with one single recipe. a script will be provided to translate the uma wizard format to any one of the others currently supported.
more features coming in after this update, they are a surprise!
the current update was big, and it has taken some time. it also included code refactoring. it is planned for submission on tuesday, and likely available to you by friday. for those of you who need a fix to the current uma project update issue before this, please let me know and i’ll show you what to change on the scripts. the fixes are simple and short. please let me know if you guys need this right now, or if you can wait a couple days more.