UMA 2 – Unity Multipurpose Avatar

  Asset, Unity3D

 

Creator : UMA Steering Group

Version : – – Version: 2.12 – – Apr 18, 2021 – –

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Description :

Update 2.12

  • Ability to select items in the project from the global library items menu.
  • Removed the t-pose layer that was missing the animation mask.
  • updated documentation on events, new slot builder features
  • better logic when cleaning up the rig in the editor (only on race change, and only if “rebuild skeleton” is checked)
  • moved some items out of examples that should have been in the core folders.
  • added option (on by default) to slim down scene saved files that have uma editor-time generated characters in them.
  • fixed materials that were stripped when you rebuild addressable groups.
  • you can now add “override dna” to wardrobe recipes. these will be applied instead of the existing dna.
  • new option on shared colors to force update the shared color from the recipes (on the property block)
  • now, when you edit a wardrobe item, and a character has that in their preload wardrobe in the active scene, the character will be rebuilt when the wardrobe item is changed.
  • the clear button in a wardrobe recipe will now ask “are you sure”. select cancel if you are not.
  • you can now target specific races on slots in wardrobe recipes (in the tags dropdown).
  • umarandomizer will now allow you to set null slots, and weight them (so you have a chance of not adding anything)
  • cloth self-collision properties added to umaclothproperties
  • if you edit a recipe, slot, overlay or race, any edit time umas that use those will be regenerated , and any instantiated ones in the cache will be released so the index will pick up the new versions immediately.
  • 10x increase in speed copying rendertextures to texture2d when using modern graphics api (dx11/12, ps4, opengl 4.3, opengl es 3.1, metal, etc.)
  • plugin system to add your own ui pieces into the recipe editor (iumarecipeplugin)
  • option to recalculate tangents in slot builder
  • added save/load/clear buttons to the tags list on the slots in the recipe editor.
  • experimental support for saving and restoring regular mounted items between builds. to use, add the “umaignore” tag to the object
  • new menuitem in global library to apply selected races to selected wardrobe items.
  • when creating a prefab using the prefab maker, uma will now correctly detect detail normal maps, and will also mark all normal maps as normal maps in the import settings.
  • option to add “standalone dna” component to prefab, giving you the option to have dna on the non-uma prefabs. when using this option, uma is required to be in the scene to be able to process the dna.
  • experimental – multiple bone chains in umajigglebone
  • fixed issue in addressables caused by out of order calling of events and actions in new addressable library
  • updated several scenes to be more current

Update 2.11.6

Tags function in character editor (clear/load/save)

Added new eyebrows for male character

Update male base recipe with eyebrows

Added Set Mount Transform function on UMAMountedItem

Reworked “hide” on DynamicCharacterAvatar so it was stateless

Fixed Expression Player so it didn’t setup the bones until it was needed.

Hides from suppressed slots are no longer used.

Fix Expression Player so it will still update even if jaw/head turned off.

Character Editor was not saving tags

Added foldout for tags

Update 2.11.5

Added Prefab Maker – converts an UMA to a Non-UMA.

Fixed bug where UVs could be incorrectly positioned when multiple slots shared a non-atlas material

Added a checkbox to disable garbage collection during the edit process

Removed some debug messages that were no longer needed

Fixed issue where DNA could get an exception if you recompile but have a scene open that does not have a UMAContext

Edit time generation will create a UMAContext from the UMA_GLIB prefab if you drop a UMA in a scene that does not have one. This will be deleted when something else is selected.

Fixed issue with Animancer and Playables when building an UMA.

Update 2.11.4

Typo in about box fixed

Fixed issue where 32 bit meshes were corrupted.

Fixed issue where LOD system could “thrash” and flipflop LOD levels.

Added time and random variation to LOD test so all checks do not happen on the same frame.

Update 2.11.2 –

This is a bugfix release.

Expression player fixes – now works in Edit Mode

Fixes for overlays with no textures

Fixes for mismatched overlays/slots

Fixes for asmdef and addressables

Update 2.11.1 –

Removed need for UMA_ASMDEF when using addressables.

Whats new in 2.11

Highlights

UMA avatars are now visible at edit time, and can be modified directly in the editor.

Significantly faster UMA builds in built applications

More than 4 bone weights per vertex

Better usage of texture atlas using new fit methods

Transform (scale and rotate) overlays in recipes

Backup/Restore of global library

Numerous bug fixes

Generation

Added support for more than 4 boneweights. Can now use as many boneweights as you like.

Reworked the SkinnedMeshCombiner to use the new boneweights.

New “no coroutines” method of generation results in faster build

Skeleton removal during build is now done in build process to fix issues where skeleton is not available during some frames.

New texture atlas fitting methods:

Reduce (with a variable reduction amount)

Best Fit Square (Expands the texture to the best fit square, and then reduces them to fit the atlas). This takes a bit more work, but wastes the least space.

Broke out fit methods on generator

Added property to sharpen reduced textures by forcing it to use a higher mip. Produces significantly more detailed output on textures that are fit.

Scenes

Updated many scenes to use better lighting.

Updated Mounting Objects example scene to show how to use UMAMountedItem.

Updated Ragdoll scene to show how to detect what part of the body is hit.

Recipes

Added ability to transform (scale and rotate) an overlay in a recipe (Not on first overlay – only additional overlays)

Added ability to change color channel length on shared colors in recipe editor.

Added Property Blocks to Overlay Colors (shared colors). Now you can set floats, vectors, ints, colors, matrixes, etc. on the materials.

ExpressionPlayer

Added Pointing, Peace Sign, Rude sign, and grasp to Expression Player. Note: the arms/hands must be procedurally driven for this to look right (VR, etc).

Fixed some errors where the Expression Player could generate errors during startup

DynamicCharacterAvatar

UMA characters are now visible at edit time (can be disabled)

Made an edit time DNA editor, combined with colors and wardrobe under “customization”.

Added filters to colors in DCA customizer section

Added UpdateBounds() function.

Added load/save preset in the editor.

Default colors are now white/black for the various colors on the race.

New events: WardrobeAdded and WardrobeRemoved.

Added “Always Rebuild Skeleton” option in the advanced settings. This will help you keep your rig clean and tidy, for a slight performance cost.

UMAMountedItem

New object to make mounting simpler. Add this to an object you want to make mountable. Specify the bone you want to attach it to, and any offset/rotation. Will automatically attach and process, and survive rebuilds.

OverlayData

Made it possible to have Overlays with no texture channels (these overlays can be modified with material property blocks).

SlotData

New: Wildcard slots. This is a type of utility slots that can be added to recipes, which allows you to place overlays onto slots (or other overlays) based on tag. So you can place an

overlay onto a “Torso” without knowing the actual slot ID, just the tag. This allows you to reuse recipes for slots that have the same UV coordinates.

Slotbuilder

Made blender slot rotation fixup optional.

Can now specify bones to keep when building slots. (for mount points, etc)

Global Library

Functions (and menu items) to backup and restore the Global Library.

Made the Build Preprocessor optional (off by default)

Misc

Set proportions on default female race to a bit less heroic.

Fixed some possible warnings during overlay generation.

Fixed race loading in editor so it does not need to instantiate the race to get slots

Lot of minor issues where assumptions were made in code that occasionally weren’t true.

URP conversion option will convert hair to use Speedtree8 shader

Forearm Twist slot script will now let you set the names of the bones

Reworked the bone cleaner to make it more robust

Added flipping, highlighting to bone pose editor

Added “find UMA” to bone pose editor, so you don’t have to select it

Bone Pose Editor will now remember the selected UMA when possible

Bone Pose Editor will now allow mirroring on X,Y,Z axis. Default UMA (blender export) is on Y axis.

Provided sane colors for additive channel when an overlay did not have all channel colors defined (issue with core samples)

Tightened up avatars, and made the new avatars the default

Numerous bug fixes on edge cases

Better resource cleanup

DCARendererManager

Added option EnableRenderers to turn on/off the renderer manager for toggling between first and third person.