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knowledgebase:content_creation

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knowledgebase:content_creation [2018/04/13 01:53] (current)
kenamis initial page created
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 +======Content Creation======
  
 +====Animations====
 +UMA does nothing special with animations so any generic or humanoid animations can be used with the appropriate rig.
 +
 +====Clothes====
 +Making new clothes for a [[race]] involves taking a mesh, skinning it to the target character'​s skeleton, then importing it in to unity and creating [[slot|slots]],​ [[overlay|overlays]] and a recipe for it.  The first step will be very dependent on the modeling software you use.
 +
 +  * Common across any modeling application though, you'll want to import your target race or character mesh in to a scene.
 +  * Deform your clothing to fit how you want it to fit to your race in it's neutral position.
 +  * Add a skin modifier to your clothing and skin it to your race's skeleton. ​ A skin wrap is a good tool here.
 +  * Finally, export the whole skeleton and the clothing mesh as an fbx to import in to Unity.
 +
 +====Races (Base Mesh)====
 +A whole new [[race]] can range from simple to complex depending on the features to support.
 +
 +Without supporting runtime bone deformation for a race, then a skinned mesh with a valid humanoid (or generic) skeleton is almost all that is needed.
 +
 +Both a "​unified"​ version and a "​separated"​ version of the race is recommended (though not needed). ​ The unified version is a single connected mesh.  The separated version is with cut, separate meshes for individual body parts that can be set later in [[UMA]] to be individually hidden or not.  For example, separate mesh for head, torso, hands, legs, feet, etc...
 +
 +The unified version is then used when building slots as a "​seam"​ mesh, which means the normals from it will be used instead of from the individual cut up meshes. ​ The cut up meshes tend to distort the edges of the mesh and then will not look correct when lined up with their neighbors.
 +
 +To create a valid new race, you will need to create a RaceData asset, a base recipe for that race, and a T Pose asset.
 +
 +The base recipe is a standard TextRecipe of all the race's default slots and overlays. ​ This will be added to the corresponding field on the RaceData.
 +
 +The T Pose asset is extracted from an FBX of this race with it's full skeleton. ​ After configuring the Mecanim Avatar that is standard in Unity, then you can use the UMA dropdown function "​Extract T Pose"​. ​ This will create a new T Pose asset for your race that you can add to the corresponding field.
knowledgebase/content_creation.txt · Last modified: 2018/04/13 01:53 by kenamis