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larsonmattr avatar larsonmattr commented on September 16, 2024

As an example, in my case I thought creating a helmet and auto-rigging it to the skeleton in blender would be an easy way to test UMA. Everything seems to be together except the helmet isn't visible when I finally run the scene, while other UMA assets show on the character.

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Jaimi avatar Jaimi commented on September 16, 2024

If you are using 2.5, you should upgrade to 2.7 asap.
Most likely thing is your blender model is there, but is 1/100th the correct size.
Another thing to check is that you exported from blender with the correct coordinate system (Y-up, -Z forward). Also make sure your bone weighting is correct.

Probably best to move the discussion to the forum.

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larsonmattr avatar larsonmattr commented on September 16, 2024

Jaimi, thank you for the suggestion about the scale factor on import into Unity. I can now visibly see the helmet on the UMA avatar. However, after dragging the skinned mesh renderer onto the slot mesh data for the helmet asset there is another issue. The mesh appears to be rotated by 90 degrees in two different axis. When it appears on the model it sticks out sideways from the head. The mesh was rigged to the base model in Blender and the UMA Male Rig + Model were exported as *.fbx with Z forward and Y axis up.

Any suggestions for fixing the rotation of the mesh problem?

I think this issue should remain open with the specific task to create a visual step-by-step tutorial with images to describe how to create meshes in different ways from tools like Blender and create all the needed components of UMA in Unity. I would help try to create a tutorial like this with markdown+images, once I can make several assets successfully. I've been trying to gather all the video tutorials but this is a much more time-consuming way to learn how to use a new system.

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larsonmattr avatar larsonmattr commented on September 16, 2024

Also, what is the address to the forum for UMA?

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Jaimi avatar Jaimi commented on September 16, 2024

There is documentation included with UMA that shows the correct parameters for exporting from Blender. There is older documentation here: https://github.com/huika/UMA/blob/master/UMAProject/Assets/UMA/UMA_Manual.pdf

The forum is:

http://umacommunity.boards.net/

There is also a thread on the unity forums here:

https://forum.unity.com/threads/uma-unity-multipurpose-avatar-on-the-asset-store.219175/page-153#post-4125379

All help to provide better documentation is more than welcome.

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Jaimi avatar Jaimi commented on September 16, 2024

Added Content Creation PDF to UMA asset folder.

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ChaimTeco avatar ChaimTeco commented on September 16, 2024

Hey, I'm encountering an issue and wondering if there is a way to fix this-
I'm using UMA to create a customizable character, the character has all its mesh slots in place and several wardrobe recipes, the mesh is being exported from Blender as an FBX. During my workflow I do new FBX exports and overwrite the current FBX file in my unity project, although the FBX itself seems to update correctly to the new export, the UMA character does not seem to receive the updates. For example: some of the meshes have blendshapes exported with them, in blender I add a new blendshape to that mash and re-export the FBX file, going back into unity the exported mesh/FBX shows the new blendshape but the UMA character (UMARenderer) doesn't show the new blendshape, anyone have this issue or know of any solution?

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Jaimi avatar Jaimi commented on September 16, 2024

The UMA character is built from mesh parts called "slots". To get the updated blendshapes, you have to regenerate the slots.

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Jaimi avatar Jaimi commented on September 16, 2024

You may want to join the discord for a better method of communicating with devs and members:

https://discord.gg/5b39djg

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ChaimTeco avatar ChaimTeco commented on September 16, 2024

Thank you so much this helped me a lot, I joined the discord as well

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