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License: MIT License
Unity Multipurpose Avatar
License: MIT License
Material builder needs to be cleared up, fields that user should not place anything in should not be shown. And maybe add in some more help texts.
The specular map should be optional and if no specular map is given it should automatically use no specular.
I and one other person are having an issue with Unity 5.3 and UMA 2.0.5. Textures are getting removed from overlays. It seems some of the overlays will have them and some won't.
5.1.2 doesn't have the issue. Attached images of the missing textures and console errors.
On my comp visual studio had an install issue. Don't know if that might be the cause. Will have to ask the other person.
Whenever i have the expressionplayer on my uma, it resets all the umas face deformation. It does not actually reset the dna though, just the shape. For example, if i adjust the head size dna slider, nothing happens.
The folders should be rearranged so that only the example stuff is in the same folder, currently its a mix of example scripts, core scripts and a slot of other things.
Problem:
'Convert Mip Maps' are only created when 'Convert Render Texture' is enabled.
Solution:
Eli Curtz said:
destinationTexture.useMipMap = umaGenerator.convertMipMaps;
after line 80 on TextureProcessPROCoroutine.cs
Here's a few screenshots:
Convert Render Texture off + Convert Mip Maps on vs pbr without uma 2:
http://i.imgur.com/RBRwFZ1.png
Convert Render Texture on + convert mip maps on
http://i.imgur.com/b1tpn4o.png
After bug fix:
Solution files, like most project files don't really belong to git, since they can be generated and configurated manually.
Since I have 50+ UMAs in my scene I have chosen to reduce the texture size from 2048 down to 512. This is a well-considered decision that I think anyone with a large number of UMAs would agree with, otherwise you'll be using over 1 GB of memory at runtime.
Why does the generator tell me this is a warning? Can someone please add a toggle to disable this warning? Thanks.
The UMAData contains code to release the assets it's using. We're getting reports that this is causing crashes during normal app shutdown.
Please add comments with call stacks!
With the current Git version (11th April 2016) I can no longer extract a T-pose.
ArgumentException: An empty file name is not valid.
System.IO.FileSystemInfo.CheckPath (System.String path) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/FileSystemInfo.cs:255)
System.IO.FileInfo..ctor (System.String fileName) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/FileInfo.cs:58)
(wrapper remoting-invoke-with-check) System.IO.FileInfo:.ctor (string)
UMAEditor.TPoseExtracter.ExtractTPose () (at Assets/Standard Assets/Editor/UMA/Core/TPoseExtracter.cs:23)
in UpdateAvatar(UMAData umaData) UMA does this:
Object.DestroyImmediate(animator);
If done with a NetworkAnimator component attached to that animator it becomes a problem.
There seems to be one or more problems when creating slots from fbx files exported from maya.
Callstacks may look likt his:
ArgumentNullException: Argument cannot be null.
Parameter name: key
System.Collections.Generic.Dictionary2[UnityEngine.Transform,UnityEngine.Transform].TryGetValue (UnityEngine.Transform key, UnityEngine.Transform& value) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:58 UMA.SkinnedMeshCombiner.RecursivelyMapToNewRoot (UnityEngine.Transform bone, UnityEngine.Transform hierarchyRoot, System.Collections.Generic.Dictionary
2 boneMap)
UMA.SkinnedMeshCombiner.RecursivelyMapToNewRoot (UnityEngine.Transform bone, UnityEngine.Transform hierarchyRoot, System.Collections.Generic.Dictionary2 boneMap) UMA.SkinnedMeshCombiner.RecursivelyMapToNewRoot (UnityEngine.Transform bone, UnityEngine.Transform hierarchyRoot, System.Collections.Generic.Dictionary
2 boneMap)
UMA.SkinnedMeshCombiner.CloneBoneListInNewHierarch y (UnityEngine.Transform rootBone, UnityEngine.Transform[] bones, System.Collections.Generic.Dictionary2 boneMap) UMA.SkinnedMeshCombiner.CombineMeshes (UMA.CombineInstance& target, .CombineInstance[] sources, UnityEngine.Transform rootBone, System.Collections.Generic.Dictionary
2 boneMap)
UMA.SkinnedMeshCombiner.CombineMeshes (UnityEngine.SkinnedMeshRenderer target, .CombineInstance[] sources, System.Collections.Generic.Dictionary`2 boneMap)
UMA.UMADefaultMeshCombiner.UpdateUMAMesh (Boolean updatedAtlas, UMA.UMAData umaData, System.String[] textureNameList, Int32 atlasResolution)
UMA.UMAGeneratorBuiltin.UpdateUMAMesh (Boolean updatedAtlas)
UMA.UMAGeneratorBuiltin.HandleDirtyUpdate (UMA.UMAData data)
UMA.UMAGeneratorBuiltin.OnDirtyUpdate ()
UMA.UMAGeneratorBuiltin.Update ()
I've already spent a few hours without locating the problem.
At least on the Standard Shader - try changing it on UMA_Diffuse_Normal_Metallic and run the crowd scene (decrease crowd size) ends up with 0x0 textures.
Crash when creating new Humanoid Race.
NullReferenceException: Object reference not set to an instance of an object
UMA.UMAGeneratorBase.CreateAnimator (UMA.UMAData umaData, UMA.UmaTPose umaTPose, UnityEngine.RuntimeAnimatorController controller, Boolean applyRootMotion, Boolean animatePhysics, AnimatorCullingMode cullingMode)
UMA.UMAGeneratorBase.UpdateAvatar (UMA.UMAData umaData)
UMA.UMAGeneratorBuiltin.UpdateUMABody (UMA.UMAData umaData)
UMA.UMAGeneratorBuiltin.HandleDirtyUpdate (UMA.UMAData data)
UMA.UMAGeneratorBuiltin.OnDirtyUpdate ()
UMA.UMAGeneratorBuiltin.Update ()
Crash occurred at run-time trying to spawn a character.
Best guess: No T-Pose assigned to Race. Add check and verbose error message.
As described in the forum thread here, rotating the UMAGenerator breaks atlas generation. We should probably ditch that prefab and have it build the camera in code, or at least put some sort of identity transform onto it before it's updated.
All UMA menu items should be collected in the same submenu, not spread out like now.
When adding an overlay to slot in a recipe, the UI switches back to DNA view.
This report includes all crashes originating from the UMAGenerator when a UMACharacter is being destroyed while the generator is building it.
Please add callstacks and descriptions as comments.
When using umaData.characterHeight and you have big feet on your UMA, it will not report a correct value.
Slot meshes created from FBX files generated by 3ds max have mangled vertices.
Converted using UMA 1 then optimized for UMA 2:
Converted using UMA 2:
These fbx files work perfectly is used in the UMA 1 Material Builder. They also work when converted for use in UMA 2. Error occurs if they are directly converted using UMA 2 slot builder.
This has been tested with 3ds MAX 2012 & 2016 with all FBX exporters 2012 - 2016 in both ASCII and binary format.
I can only assume that the fact there are now 2 scales shown on file import in unity 5 may have something to do with it. (import now has "scale factor" and non-editable "file scale")
Example files and testing available on request from: [email protected]
Using dx11 and linear lighting gives horrible artifacts on parts of the mesh that's affected a lot by the Gloss value. Raising the slider removes the issue so its somehow related.
Screenshot: https://db.tt/UkfdfPCb
I'm instantiating a character avatar, and immediately upon creation I'm calling animator.enabled=false;
the animator component re-enables itself 3 frames later, due to UMA internals
can the animator.enabled state be preserved, even when re-creating the avatar?
I've worked around the problem for now, by checking the state every Update(), and fixing it if it's out of sync, however this should probably be taken care of in UMA so it doesn't happen in the first place.
Thanks! :)
1.UMA2 U3D crash when switching for android platform
2.In the android platform, while importing UMA2 U3D no response
Using the Menu Item "Save Selected Avatar(s) asset" saves an asset, but the Text Recipe is missing the last slot from the umaRecipe.slotDataList.
Must be because
int slotCount = umaRecipe.slotDataList.Length - umaRecipe.additionalSlotCount;
in PackRecipeV2 method of UMAPackedRecipebase.cs
If there is an additional slot, which is not the last slot in the slotDataList, instead of the additional slot being skipped when saving, another slot at the last index will get skipped.
The upper muscle adjust no longer alters shoulder width with UMA 2.0. Torso mass still changes. This error can be seen when adusting the slider for any UMA.
The left-right muscle range of the avatar (and t-pose?) jaws are set incorrectly.
New recipe UI with shared colors options bugs:
You need to add 4 in order for the metallic to show ;however, it is effected by texture 2 multiplier. I'm guessing that Albedo Color is 0, then texture 1 normal, and texture 2 metallic. Texture 3 effects nothing but is needed for the metallic.
Adjusting texture 1 color (normals) and then putting back to it's original color causes the normals to stay modified.
Unity 5.1
Using either slot builder or material builder I am getting the below errors.
I have modeled 5 items for UMA, all import into Unity fine. Only one of these items successfully creates itself. I have tested this numerous items and even edited the FBX files in 3ds Max to try alternate solutions.
I can recreate the item that succeed numerous times without a problem.
Couldn't add object to asset file because the Mesh 'Greek Greaves' is already an asset at 'Assets/Richards files/Armour/Legs/Greek Greaves.FBX'!
UnityEditor.AssetDatabase:CreateAsset(Object, String)
UMAEditor.UMASlotProcessingUtil:CreateSlotData(String, String, String, SkinnedMeshRenderer, UMAMaterial, SkinnedMeshRenderer) (at Assets/Standard Assets/Editor/UMA/Core/UMASlotProcessingUtil.cs:52)
UMAEditor.UmaSlotBuilderWindow:CreateSlot_Internal() (at Assets/Standard Assets/Editor/UMA/Core/UmaSlotBuilderWindow.cs:124)
UMAEditor.UmaSlotBuilderWindow:CreateSlot() (at Assets/Standard Assets/Editor/UMA/Core/UmaSlotBuilderWindow.cs:94)
UMAEditor.UmaSlotBuilderWindow:OnGUI() (at Assets/Standard Assets/Editor/UMA/Core/UmaSlotBuilderWindow.cs:71)
UnityEditor.DockArea:OnGUI()
UnityException: Creating asset at path Assets/Richards files/Slots/Greek Greaves/Greek Greaves.asset failed.
UMAEditor.UMASlotProcessingUtil.CreateSlotData (System.String slotFolder, System.String assetFolder, System.String assetName, UnityEngine.SkinnedMeshRenderer mesh, UMA.UMAMaterial material, UnityEngine.SkinnedMeshRenderer prefabMesh) (at Assets/Standard Assets/Editor/UMA/Core/UMASlotProcessingUtil.cs:52)
UMAEditor.UmaSlotBuilderWindow.CreateSlot_Internal () (at Assets/Standard Assets/Editor/UMA/Core/UmaSlotBuilderWindow.cs:124)
UMAEditor.UmaSlotBuilderWindow.CreateSlot () (at Assets/Standard Assets/Editor/UMA/Core/UmaSlotBuilderWindow.cs:94)
UMAEditor.UmaSlotBuilderWindow.OnGUI () (at Assets/Standard Assets/Editor/UMA/Core/UmaSlotBuilderWindow.cs:71)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
I'm calling a function with the help of the CharacterCreated Event, which I set up in the UMADynamicAvatar script in the Inspector Window (set to Runtime Only).
My function switches the slots of my character by using UMADynamicAvatar.umaData.umaRecipe.SetSlot(int index, SlotData slot) and UMADynamicAvatar.umaData.GetSlot(index).AddOverlay(string name).
However, calling my function via the CharacterCreated Event, the slots and overlays get added to the UMAData (I checked in the Inspector) but are not visible. If I delay my function call for just 1ms (via Invoke("myFunction", 0.001)), everything works fine.
Replacing the default inner mouth overlay for a custom generated female recipe doesn't save.
New Inner mouth overlay is added to a female recipe and previous is removed (not during run time).
On loading the recipe during run-time it switches back to the default inner mouth overlay.
Without one attached, no Animator gets added and animating the UMA is not possible afterwards.
Up to this point I haven't met a single comment in your code. And the documentation @ UMA homesite doesn't really tell you anything if you want to poke it from the code side.
If the head slot is replaced with a helmet slot that does not contain mapping to all facial bones UMA creation fails. I imagine this applies to all slots, but the head is the most likely to be replace with reduced bone slots.
Tried the following:
Boots.SetOverlayColor(new Color32(0,255,0,255), "Boots");
It doesn't matter if its 0 128 255 in the alpha channel it makes no difference,
Any solution or bug fix?
I've added 2 separate shared colors color 0 and Color 1.
I've assigned color 0 to one overlay and color 1 to another. When I press play the character generates and the settings change both overlays to color 0. Plus another overlay gets check marked after unchecking it.
I've also used save collection
It is very confusing which version this repository is on, nor is it impossible to find older versions.
I came on this repository through the UMA2x wiki page but I cannot find any trace of a 2.0 version. The last version mentioned in the readme.md (not really a great place for keeping a change log BTW) is version 1.0.1.0R which I find hard to believe since the version mentioned on the asset store is much higher. So which version is it currently and is it maybe an idea to use the git tag system for tagging releases? This is done by many repositories and also the recommended approach.
I've added a hair slot and overlay to a generated character, then saved it. When it's reloaded the hair is not in the recipe nor is the overlay. Both the Slot and Overlay are in the Slot library and Overlay library.
I've tried it with 2 separate characters with different slots/overlays and the result is the same.
Hi.
I've tried importing a few packs to 5.3( from 5.1.2) and I seem to get missing DNA and Slot Data for the Generated.asset. It appears to be mostly on females. Tried with Body Retexture vol.1 and Facepack.
Several "Object reference not set to an instance of an object" errors
Hi. I'm new to UMA so I viewed the documentation (UMA_Manual.pdf) but it is so outdated; it relates to version UMA version 1.0.1.0R. Will there be an update any time soon as the UMA_Manual.pdf is deprecated as it stands.
Today I tried UMA for the 1. time 3h ago, I know that linux unity3d (free) is experimental just do not have money for windows, since there is no money for windows mac should not be even considered.
Marking slots dirty without marking DNA dirty is giving incorrect results in UMA 2, resetting the skeleton to the default TPose values.
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