[ WIP ] UCC - Create custom morphs and modifications on any model

Welcome to the WIP thread for UCC.
This thread is exclusively for discussing future features and feature requests.
For the release thread with the current features of the asset, please click here.

Planned Features

  • Weight painting for weights

  • Vertex painting for selections

  • More research into linking meshes (easier clothing support)

  • Blendshape Transformer

  • Gradient Weighter

  • Box Weighter

User Requests

  • Support for editing individual characters’ parameters in the editor

  • A way to keep static items aligned with transformed vertices

  • Joint correction morphs

  • Wobble physics

  • Basic PlayMaker support

Asset Store Link
Open in Asset Store

4 Likes

:smile: :smile: :smile: looks awesome

Thanks :smile:

I’ve added some new features since the original post so I’ll update shortly (possibly today).

Wow this looks amazing! Might have to watch this one.

Excellent stuff!

Update 1

(New) Support for extra overlaid meshes, such as clothes
(New) Name your morphs and turn them into adjustable parameters!

1 Like

Mostly code clean up and optimisation since the last update, here is the same system used on a car:

2 Likes

This looks useful - does it work at runtime?

WOW… this is awesome

Looks awesome, I will follow this one :slight_smile:

It’s basically meant to be a drop-in character / car / whatever customisation screen that you can use in any game. Right now you have to set up the meshes in the editor before you can transform them at runtime so it won’t work on procedural meshes. If there’s demand for that sort of thing after it’s released then it’s something I can add.

P.S. The “Editor Simulation” mode (to be renamed) you see in the gifs is a tool to make it easier to work with, since you can make adjustments and see the results in real-time without having to press the play button over and over again :slight_smile:

This looks like a cool tool.
It looks like there is falloff on the vertices but can’t say 100% if there is.
If there isn’t - it would be a must for creating morphs and smooth deformations.
If there is a visual indicator for the falloff on the deforming vertices would be nice.
See Edit Mesh/Edit Poly - Soft Selection in 3D Max for reference.

Hey, thanks for that! I didn’t know about Soft Selection.

It’s actually very similar but with this one you have the option to tweak the falloff on each axis separately in addition to the overall falloff. Once you’ve done that, there are separate values for translation, rotation and scale which you can adjust to get the shape you want.

1 Like

Just a quick update, I’ve reworked the whole thing into a modular system and am now submitting it to the Asset Store as a Beta.

I’ve also made a quick start video as part of the documentation and for anyone who’d like to see how how it works before they buy.

If you’d like a demo video showing any particular changes on any particular models, just let me know and I’ll be glad to oblige :smile:

So - this is a pretty cool tool.
Are the values animatable? The question really is - could this tool be used to create run-time animated morphs?
Example - I’d like to make the ear wiggle back and forth when he plays the happy emote animation, or when he is hit by an enemy. So could I store one or more morphs and key them to create an animated state to trigger when a specific action occurs?

Sorry if I missed this in the videos, but it really didn’t point this out to me in simple terms if it was in there. :slight_smile:

No worries, I need to make a better video. The quick start doesn’t show half the things you can do with it.

The Asset Store package was rejected so I’ve added support for animating now. All you’ll have to do is make sure that “Live Update In Play Mode” is ticked on the mesh you’re animating. That way the modifications on the mesh update every frame instead of on-demand.

I’ll try to make a video to show you what I mean over the weekend.

This is cool. Now, we don’t have to create so many morphs which means less resources comparing to Morph3D.

Intriguing. I’d say anything to simplify alteration to humanoid characters and especially clothing / armour is a very good thing. Keep it nice and simple (unlike UMA 2) and I’d have two bland human models (male and female) as prototypes. …

https://www.youtube.com/watch?v=qDhIScvJBFw

Sorry for the hold up, busy week.

1 Like

Hey, last time I checked out Morph3D it was using blend shapes which keeps an extra copy of the whole mesh for each morph and then interpolates between them.

UCC is more efficient since you can isolate the vertices you’re modifying so you won’t have to keep one copy of the mesh for every modification in memory. To make it even better, the next release adds support for baking so once your character is customised you just call bake to free more memory.

One of the reasons this was made was because the UMA system was hard to understand for me. Finding compatible models was a chore too so this system was designed to work with anything you can buy on the Asset Store.

Unfortunately, modelling isn’t a strong point of mine but if you (or anyone reading) knows anyone who’d be willing to donate some for demo purposes (fully credited) then please PM me so we can arrange something :slight_smile: