Skip to content

Releases: umasteeringgroup/UMA

UMA 2.11

30 Dec 01:29
04230df
Compare
Choose a tag to compare

UMA 2.11
Minimum Unity Version is now 2019.4

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.

UMA 2.11 RC1

24 Dec 21:28
Compare
Choose a tag to compare
UMA 2.11 RC1 Pre-release
Pre-release

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
Updated scenes
Updated Documentation

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)
Reworked UI on Slotbuilder to emphasise building slots from FBX automatically

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.

UMA 2.11 Alpha 5.2

15 Dec 01:01
Compare
Choose a tag to compare
UMA 2.11 Alpha 5.2 Pre-release
Pre-release

Whats new in 2.11

New minimum Unity version 2019.4

Alpha 5.2
Fixed bug in slot builder
Added expressions for hands (Grasp, point, rude, peace). Currently, you must supply non-animated hands for this to work. Still researching.
Renamed the boneweight fields since they are now the primary fields.

Alpha 5.1
Fixed bug with "replaces" not saving.
Fixed addressables issues:
Duplicating renderer assets when shared across slots no longer results in extra renderers
Added additional checking for labels that can be turned on if needed
Fixed bug where single submesh could blow up if it were the first one built
Fixed issue where Native Boneweights were reported as "not freed" when using Addressables, even though they were freed.
Fix error where an UMA could rebuild twice at startup if it had edit-time generation.
Cleaned up places where BundleCheck was being ignored.
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

Alpha 5
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.
Set proportions on default female race to a bit less heroic.
Cleanup of RenderTexture.Active in a few places
Scene Cleanup
Misc bug fixes as reported from Alpha 4

Alpha 4.1
Added dialog when importing the new version. Allows you to rebuild or restore the index from backup.
Added option to "always rebuild skeleton" on DynamicCharacterAvatar.
Fixed bug in Bone Cleaner
Fixed bug in build when UMAData was null
Additional null checking in UMAMeshData
Added new version of RaceChange() on DynamicCharacter avatar that lets you force a rebuild.
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.

Alpha 4
Removed deprecated UMAGeneratorGlib;
Added ability to change color channel length on shared colors in recipe editor.
Added ability Property Blocks to Overlay Colors (shared colors). Now you can set floats, vectors, ints, colors, matrixes, etc.
Made it possible to have Overlays with no texture channels (these overlays can be modified with material property blocks).
Reworked the bone cleaner to make it more robust
Added filters to colors in DCA customizer section

Alpha 3.1
Several bugfixes with skeleton building fixed.

Alpha 3
New faster build method without coroutines ("No coroutines" on generator).
Skeleton is now removed during racechange in generator, not build process.
Can now specify bones to keep when building slots. (for mount points, etc)
On UMAMountedItem, will not set an ignore layer on itself, so it doesn't get deleted in some cases
New normal detail map merge method (works with URP/HDRP)
Slot builder can now auto-name slots based on materials
Numerous bug fixes on skeleton updates
Please note: to see speed gains, you must build your application. They may not be evident in the editor.

Alpha 2.1 (Bugfix Update)
Fixed bone cleanup at edit-time generation (was not needed and caused reference issues in scripts).
Fixed UMAMountedItem so it would not create new mountpoints every time the editor started up.
Fixed "Add All" DNA button not doing anything
Fixed Color DNA not applying correctly after the first time in editor
Fixed some possible null refs in Physics Avatar
Fixed some possible null refs in UMASkeleton

Alpha 2
Added scaling to UMAMountedItem
Forearm Twist slot script will now let you set the names of the bones
Fixed issue in randomizer that would cause it to break
Added support for more than 4 boneweights. Can now use as many boneweights as you like.
Reworked the SkinnedMeshCombiner to use the new boneweights, resulting in a speed improvement in release build.
Added ability to transform (scale and rotate) an overlay in a recipe.
Fixed error in build when edit-time UMA's were used in scene.

Alpha 1
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 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.

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.

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.

Global Library
Functions (and menu items) to backup and restore the Global Library.
Made the Build Preprocessor optional (off by default)

Misc
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

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

UMA 2.11 Alpha 5.1

14 Dec 01:13
Compare
Choose a tag to compare
UMA 2.11 Alpha 5.1 Pre-release
Pre-release

Whats new in 2.11

New minimum Unity version 2019.4

Alpha 5.1
Fixed bug with "replaces" not saving.
Fixed addressables issues:
Duplicating renderer assets when shared across slots no longer results in extra renderers
Added additional checking for labels that can be turned on if needed
Fixed bug where single submesh could blow up if it were the first one built
Fixed issue where Native Boneweights were reported as "not freed" when using Addressables, even though they were freed.
Fix error where an UMA could rebuild twice at startup if it had edit-time generation.
Cleaned up places where BundleCheck was being ignored.
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

Alpha 5
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.
Set proportions on default female race to a bit less heroic.
Cleanup of RenderTexture.Active in a few places
Scene Cleanup
Misc bug fixes as reported from Alpha 4

Alpha 4.1
Added dialog when importing the new version. Allows you to rebuild or restore the index from backup.
Added option to "always rebuild skeleton" on DynamicCharacterAvatar.
Fixed bug in Bone Cleaner
Fixed bug in build when UMAData was null
Additional null checking in UMAMeshData
Added new version of RaceChange() on DynamicCharacter avatar that lets you force a rebuild.
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.

Alpha 4
Removed deprecated UMAGeneratorGlib;
Added ability to change color channel length on shared colors in recipe editor.
Added ability Property Blocks to Overlay Colors (shared colors). Now you can set floats, vectors, ints, colors, matrixes, etc.
Made it possible to have Overlays with no texture channels (these overlays can be modified with material property blocks).
Reworked the bone cleaner to make it more robust
Added filters to colors in DCA customizer section

Alpha 3.1
Several bugfixes with skeleton building fixed.

Alpha 3
New faster build method without coroutines ("No coroutines" on generator).
Skeleton is now removed during racechange in generator, not build process.
Can now specify bones to keep when building slots. (for mount points, etc)
On UMAMountedItem, will not set an ignore layer on itself, so it doesn't get deleted in some cases
New normal detail map merge method (works with URP/HDRP)
Slot builder can now auto-name slots based on materials
Numerous bug fixes on skeleton updates
Please note: to see speed gains, you must build your application. They may not be evident in the editor.

Alpha 2.1 (Bugfix Update)
Fixed bone cleanup at edit-time generation (was not needed and caused reference issues in scripts).
Fixed UMAMountedItem so it would not create new mountpoints every time the editor started up.
Fixed "Add All" DNA button not doing anything
Fixed Color DNA not applying correctly after the first time in editor
Fixed some possible null refs in Physics Avatar
Fixed some possible null refs in UMASkeleton

Alpha 2
Added scaling to UMAMountedItem
Forearm Twist slot script will now let you set the names of the bones
Fixed issue in randomizer that would cause it to break
Added support for more than 4 boneweights. Can now use as many boneweights as you like.
Reworked the SkinnedMeshCombiner to use the new boneweights, resulting in a speed improvement in release build.
Added ability to transform (scale and rotate) an overlay in a recipe.
Fixed error in build when edit-time UMA's were used in scene.

Alpha 1
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 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.

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.

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.

Global Library
Functions (and menu items) to backup and restore the Global Library.
Made the Build Preprocessor optional (off by default)

Misc
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

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

UMA 2.11 Alpha 5

12 Dec 05:13
Compare
Choose a tag to compare
UMA 2.11 Alpha 5 Pre-release
Pre-release

Whats new in 2.11

New minimum Unity version 2019.4

Alpha 5
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.
Set proportions on default female race to a bit less heroic.
Cleanup of RenderTexture.Active in a few places
Scene Cleanup
Misc bug fixes as reported from Alpha 4

Alpha 4.1
Added dialog when importing the new version. Allows you to rebuild or restore the index from backup.
Added option to "always rebuild skeleton" on DynamicCharacterAvatar.
Fixed bug in Bone Cleaner
Fixed bug in build when UMAData was null
Additional null checking in UMAMeshData
Added new version of RaceChange() on DynamicCharacter avatar that lets you force a rebuild.
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.

Alpha 4
Removed deprecated UMAGeneratorGlib;
Added ability to change color channel length on shared colors in recipe editor.
Added ability Property Blocks to Overlay Colors (shared colors). Now you can set floats, vectors, ints, colors, matrixes, etc.
Made it possible to have Overlays with no texture channels (these overlays can be modified with material property blocks).
Reworked the bone cleaner to make it more robust
Added filters to colors in DCA customizer section

Alpha 3.1
Several bugfixes with skeleton building fixed.

Alpha 3
New faster build method without coroutines ("No coroutines" on generator).
Skeleton is now removed during racechange in generator, not build process.
Can now specify bones to keep when building slots. (for mount points, etc)
On UMAMountedItem, will not set an ignore layer on itself, so it doesn't get deleted in some cases
New normal detail map merge method (works with URP/HDRP)
Slot builder can now auto-name slots based on materials
Numerous bug fixes on skeleton updates
Please note: to see speed gains, you must build your application. They may not be evident in the editor.

Alpha 2.1 (Bugfix Update)
Fixed bone cleanup at edit-time generation (was not needed and caused reference issues in scripts).
Fixed UMAMountedItem so it would not create new mountpoints every time the editor started up.
Fixed "Add All" DNA button not doing anything
Fixed Color DNA not applying correctly after the first time in editor
Fixed some possible null refs in Physics Avatar
Fixed some possible null refs in UMASkeleton

Alpha 2
Added scaling to UMAMountedItem
Forearm Twist slot script will now let you set the names of the bones
Fixed issue in randomizer that would cause it to break
Added support for more than 4 boneweights. Can now use as many boneweights as you like.
Reworked the SkinnedMeshCombiner to use the new boneweights, resulting in a speed improvement in release build.
Added ability to transform (scale and rotate) an overlay in a recipe.
Fixed error in build when edit-time UMA's were used in scene.

Alpha 1
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 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.

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.

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.

Global Library
Functions (and menu items) to backup and restore the Global Library.
Made the Build Preprocessor optional (off by default)

Misc
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

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

UMA 2.11 Alpha 4.1

10 Dec 03:48
Compare
Choose a tag to compare
UMA 2.11 Alpha 4.1 Pre-release
Pre-release

Whats new in 2.11

New minimum Unity version 2019.4

Alpha 4.1
Added dialog when importing the new version. Allows you to rebuild or restore the index from backup.
Added option to "always rebuild skeleton" on DynamicCharacterAvatar.
Fixed bug in Bone Cleaner
Fixed bug in build when UMAData was null
Additional null checking in UMAMeshData
Added new version of RaceChange() on DynamicCharacter avatar that lets you force a rebuild.
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.

Alpha 4
Removed deprecated UMAGeneratorGlib;
Added ability to change color channel length on shared colors in recipe editor.
Added ability Property Blocks to Overlay Colors (shared colors). Now you can set floats, vectors, ints, colors, matrixes, etc.
Made it possible to have Overlays with no texture channels (these overlays can be modified with material property blocks).
Reworked the bone cleaner to make it more robust
Added filters to colors in DCA customizer section

Alpha 3.1
Several bugfixes with skeleton building fixed.

Alpha 3
New faster build method without coroutines ("No coroutines" on generator).
Skeleton is now removed during racechange in generator, not build process.
Can now specify bones to keep when building slots. (for mount points, etc)
On UMAMountedItem, will not set an ignore layer on itself, so it doesn't get deleted in some cases
New normal detail map merge method (works with URP/HDRP)
Slot builder can now auto-name slots based on materials
Numerous bug fixes on skeleton updates
Please note: to see speed gains, you must build your application. They may not be evident in the editor.

Alpha 2.1 (Bugfix Update)
Fixed bone cleanup at edit-time generation (was not needed and caused reference issues in scripts).
Fixed UMAMountedItem so it would not create new mountpoints every time the editor started up.
Fixed "Add All" DNA button not doing anything
Fixed Color DNA not applying correctly after the first time in editor
Fixed some possible null refs in Physics Avatar
Fixed some possible null refs in UMASkeleton

Alpha 2
Added scaling to UMAMountedItem
Forearm Twist slot script will now let you set the names of the bones
Fixed issue in randomizer that would cause it to break
Added support for more than 4 boneweights. Can now use as many boneweights as you like.
Reworked the SkinnedMeshCombiner to use the new boneweights, resulting in a speed improvement in release build.
Added ability to transform (scale and rotate) an overlay in a recipe.
Fixed error in build when edit-time UMA's were used in scene.

Alpha 1
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 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.

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.

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.

Global Library
Functions (and menu items) to backup and restore the Global Library.
Made the Build Preprocessor optional (off by default)

Misc
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

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

UMA 2.11 Alpha 4

07 Dec 00:11
Compare
Choose a tag to compare
UMA 2.11 Alpha 4 Pre-release
Pre-release

Whats new in 2.11

New minimum Unity version 2019.4
Alpha 4
Removed deprecated UMAGeneratorGlib;
Added ability to change color channel length on shared colors in recipe editor.
Added ability Property Blocks to Overlay Colors (shared colors). Now you can set floats, vectors, ints, colors, matrixes, etc.
Made it possible to have Overlays with no texture channels (these overlays can be modified with material property blocks).
Reworked the bone cleaner to make it more robust
Added filters to colors in DCA customizer section

Alpha 3.1
Several bugfixes with skeleton building fixed.

Alpha 3
New faster build method without coroutines ("No coroutines" on generator).
Skeleton is now removed during racechange in generator, not build process.
Can now specify bones to keep when building slots. (for mount points, etc)
On UMAMountedItem, will not set an ignore layer on itself, so it doesn't get deleted in some cases
New normal detail map merge method (works with URP/HDRP)
Slot builder can now auto-name slots based on materials
Numerous bug fixes on skeleton updates
Please note: to see speed gains, you must build your application. They may not be evident in the editor.

Alpha 2.1 (Bugfix Update)
Fixed bone cleanup at edit-time generation (was not needed and caused reference issues in scripts).
Fixed UMAMountedItem so it would not create new mountpoints every time the editor started up.
Fixed "Add All" DNA button not doing anything
Fixed Color DNA not applying correctly after the first time in editor
Fixed some possible null refs in Physics Avatar
Fixed some possible null refs in UMASkeleton

Alpha 2
Added scaling to UMAMountedItem
Forearm Twist slot script will now let you set the names of the bones
Fixed issue in randomizer that would cause it to break
Added support for more than 4 boneweights. Can now use as many boneweights as you like.
Reworked the SkinnedMeshCombiner to use the new boneweights, resulting in a speed improvement in release build.
Added ability to transform (scale and rotate) an overlay in a recipe.
Fixed error in build when edit-time UMA's were used in scene.

Alpha 1
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 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.

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.

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.

Global Library
Functions (and menu items) to backup and restore the Global Library.
Made the Build Preprocessor optional (off by default)

Misc
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

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

UMA 2.11 Alpha 3.1

26 Nov 02:15
Compare
Choose a tag to compare
UMA 2.11 Alpha 3.1 Pre-release
Pre-release

Whats new in 2.11

New minimum Unity version 2019.4

Alpha 3.1
Several bugfixes with skeleton building fixed.

Alpha 3
New faster build method without coroutines ("No coroutines" on generator).
Skeleton is now removed during racechange in generator, not build process.
Can now specify bones to keep when building slots. (for mount points, etc)
On UMAMountedItem, will not set an ignore layer on itself, so it doesn't get deleted in some cases
New normal detail map merge method (works with URP/HDRP)
Slot builder can now auto-name slots based on materials
Numerous bug fixes on skeleton updates
Please note: to see speed gains, you must build your application. They may not be evident in the editor.

Alpha 2.1 (Bugfix Update)
Fixed bone cleanup at edit-time generation (was not needed and caused reference issues in scripts).
Fixed UMAMountedItem so it would not create new mountpoints every time the editor started up.
Fixed "Add All" DNA button not doing anything
Fixed Color DNA not applying correctly after the first time in editor
Fixed some possible null refs in Physics Avatar
Fixed some possible null refs in UMASkeleton

Alpha 2
Added scaling to UMAMountedItem
Forearm Twist slot script will now let you set the names of the bones
Fixed issue in randomizer that would cause it to break
Added support for more than 4 boneweights. Can now use as many boneweights as you like.
Reworked the SkinnedMeshCombiner to use the new boneweights, resulting in a speed improvement in release build.
Added ability to transform (scale and rotate) an overlay in a recipe.
Fixed error in build when edit-time UMA's were used in scene.

Alpha 1
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 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.

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.

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.

Global Library
Functions (and menu items) to backup and restore the Global Library.
Made the Build Preprocessor optional (off by default)

Misc
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

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

UMA 2.11 Alpha 3

25 Nov 00:40
Compare
Choose a tag to compare
UMA 2.11 Alpha 3 Pre-release
Pre-release

Whats new in 2.11

New minimum Unity version 2019.4

Alpha 3
New faster build method without coroutines ("No coroutines" on generator).
Skeleton is now removed during racechange in generator, not build process.
Can now specify bones to keep when building slots. (for mount points, etc)
On UMAMountedItem, will not set an ignore layer on itself, so it doesn't get deleted in some cases
New normal detail map merge method (works with URP/HDRP)
Slot builder can now auto-name slots based on materials
Numerous bug fixes on skeleton updates
Please note: to see speed gains, you must build your application. They may not be evident in the editor.

Alpha 2.1 (Bugfix Update)
Fixed bone cleanup at edit-time generation (was not needed and caused reference issues in scripts).
Fixed UMAMountedItem so it would not create new mountpoints every time the editor started up.
Fixed "Add All" DNA button not doing anything
Fixed Color DNA not applying correctly after the first time in editor
Fixed some possible null refs in Physics Avatar
Fixed some possible null refs in UMASkeleton

Alpha 2
Added scaling to UMAMountedItem
Forearm Twist slot script will now let you set the names of the bones
Fixed issue in randomizer that would cause it to break
Added support for more than 4 boneweights. Can now use as many boneweights as you like.
Reworked the SkinnedMeshCombiner to use the new boneweights, resulting in a speed improvement in release build.
Added ability to transform (scale and rotate) an overlay in a recipe.
Fixed error in build when edit-time UMA's were used in scene.

Alpha 1
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 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.

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.

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.

Global Library
Functions (and menu items) to backup and restore the Global Library.
Made the Build Preprocessor optional (off by default)

Misc
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

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

UMA 2.11 Alpha 2.1

16 Nov 01:49
Compare
Choose a tag to compare
UMA 2.11 Alpha 2.1 Pre-release
Pre-release

Whats new in 2.11

New minimum Unity version 2019.4

Alpha 2.1 (Bugfix Update)
Fixed bone cleanup at edit-time generation (was not needed and caused reference issues in scripts).
Fixed UMAMountedItem so it would not create new mountpoints every time the editor started up.
Fixed "Add All" DNA button not doing anything
Fixed Color DNA not applying correctly after the first time in editor
Fixed some possible null refs in Physics Avatar
Fixed some possible null refs in UMASkeleton

Alpha 2
Added scaling to UMAMountedItem
Forearm Twist slot script will now let you set the names of the bones
Fixed issue in randomizer that would cause it to break
Added support for more than 4 boneweights. Can now use as many boneweights as you like.
Reworked the SkinnedMeshCombiner to use the new boneweights, resulting in a speed improvement in release build.
Added ability to transform (scale and rotate) an overlay in a recipe.
Fixed error in build when edit-time UMA's were used in scene.

Alpha 1
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 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.

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.

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.

Global Library
Functions (and menu items) to backup and restore the Global Library.
Made the Build Preprocessor optional (off by default)

Misc
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

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