Post by Admin on Sept 18, 2015 15:42:06 GMT
A DK UMA Element is a blue print created from a UMA Element.
This blue print contains the advanced options for the users to prepare the element to be used by the DK UMA Engine to create an avatar without writing a single line of code.
A UMA Element has to be ready to work with UMA2. You have to prepare it the normal way as required by the UMA 2 engine.
When your UMA2 Element is ready to be used by the UMA2 Engine :
Use the 'Elements Manager' window to create a DK UMA element of a UMA2 element.
The original UMA2 element will be linked to the DK UMA Element.
Both need to have the same internal name.
You only can change the name of the asset file from the project.
The UMA2 Slot and its associated UMA2 Overlay requires to have the same UMA Material.
UMA2 is using PBR, the PBR UMA material is :
UMA_Diffuse_Normal_Metallic
the PBR UMA material requires 3 texture to be associated to the UMA Overlay:
- Albedo
- Normal
- Roughness
Select a DK UMA overlay using the 'Elements Manager' window, then use the 'Prepare' tab of the DK UMA Editor.
Textures :
The name and the path of the textures used by the overlay are displayed and you can setup a texture to be readable/writable. If the texture is ready to be used, you can select it by clicking on the 'Go to' button.
About the linked Overlays and its Stacked Overlays :
The linked Overlays and the Stacked Overlays only require to be configured about the Color Presets.
The following settings are generally used for the body, the head and the hair, sometime for some flat wear without mesh, such as the male shirt or the female jeans provided with UMA 2.
The Gender :
Makes the element to be used and generated for a female or a male Avatar. You can make it to be used by 'Both' of them, but is is not the more common usage of an overlay.
The DK Race(s) :
Open the Races window by clicking on the 'Open Races List' button. The Race window allows you to add a DK Race one by one or all of them for your element to be used by them during the generation of an Avatar. You also can remove a DK Race(s) using the Race window. An element without a race will not be used during the generation.
The Overlay Type :
It is the first important setting of the configuration of an element, it determines the type of DK Overlay that this slot is able to use. During the generation, one slot is generated for each anatomy part (see the E chapter for more information about the anatomy parts) corresponding to the 'Place' of an Element. Then this slot checks all the available overlays for it to choose one of them. The Overlay type of the overlays must be of the same type than a slot for the slot to use the chosen overlay.
About 'Body' parts :
Flesh :
The Feet, Legs, Torso, Hands slots of the naked body are usually on the same Overlay / Texture, it have to be configured as a 'Flesh' Overlay type. Doing so they are able to share the same color.
Face :
The Head of an Avatar is composed by a single 'Face' slot (to be placed at the 'Head' Place, see below about the 'Place' of an overlay). It uses a single overlay covering the mouth, the eyelids and the nose slots. Also the ears are usually covered by that overlay, but in some cases it uses an associated overlay (like as the Elven Ears or the Pig Nose). Take care to select the '+Elem' option for the those DK Overlay, identical to the DK slots.
The '+Elem'
face overlays have to be placed at the corresponding place. The Ears are of Overlay type 'Face+Elem' and the place must be set to 'Ears'. The Pig Nose is of Overlay type 'Face+Elem' and its place must be set to 'Nose'. And so go on for the rest of the face elements if the 'Face+Elem' slot is associated to an overlay, it is better to link this overlay to the slot, see the previous chapter about the Linked Overlay option.
Hair :
If your overlay is a hair element associated to a slot, the Overlay type must be 'Hair' and its place must be 'Hair'. It is recommanded to verify and link it to the slot using the Linked Overlay option.
If the Hair overlay does not have an associated slot and is prepared to be applied on the Head / Face slot, its Overlay type is 'Hair' and its place is 'Hair' or 'Head'.
The Hair Module slot must be associated to a 'Hair_Module'. It is of the 'Hair+Elem' Overlay type and its place is the 'Hair_Module' Anatomy part. Add it using the Link Overlay option.
Eye :
The 'Eyes' Overlay type is made for the eye globes overlay (Not the eyelids). Its place is 'Eyes'.
The Eyebrow :
must be applied on the Face slot. To do so, set the Overlay type to 'Hair' to be use the hair color (or use the 'Eyebrow' type) and its place is the Head.
The Lips :
must be applied on the Face slot. To do so, set the Overlay type to 'Lip' (The color is generated regarding the flesh color and a random modifier) and its place is the Head.
The Makeup :
must be applied on the Face slot. To do so, set the Overlay type to 'Makeup' (The color is generated regarding the flesh color and a random modifier) and its place is the Head.
The Tatoo :
must be applied on the Face slot. To do so, set the Overlay type to 'Tatoo' and its place is the Head.
Beard :
Multiple Beard overlays can be uses for a single Avatar. Is is controlable during the preparation of the Greneration Process, see chapter D. The color is a light modification of the Hair color. Its Overlay type is 'Beard' and its place is the 'Head'.
About the 'Wears' Overlay types :
Selecting a wear Overlay type for your overlay will display the 'Weight' menu. The weight of a slot is used during the preparation of the creation of your Avatar(s) in the 'Create' tab of the Editor (see the D chapter) and the Generator use it to select the slots and overlays to generate.
There are two different kind of wear overlays, the fist one is an Overlay to apply on a wear slot associated to it. The second one is an overlay to apply as a layer on the flesh overlay of the body slots. They determine what kind of DK Overlay can be used by a wear slot such as a shirt or pants.
Overlay to apply on a slot as 'Linked Overlay' :
Set the color presets of the overlay, iy is the only required setup for a Linked Oberlay. Then select the slot associated and assign the overlay as a 'Linked Overlay'.
Wear Overlay to apply as a layer on the flesh overlay of the body slots :
If the overlay must be placed over the body overlay, it is recommanded to set it up at the place 'Torso', because almost all the actual wear overlays are prepared depending of the torso body overlay, even if your wear overlay is to be viewed on legs.
Underwear :
They are overlays not associated to a slot. As explained before, the underwear overlay is usually placed on the Torso even for panties.
The Place :
The 'Place' of an overlay is the 'Anatomy Part' on witch the associated slot will be generated.
Click on the 'Choose' button to display the list of all the 'Anatomy Part' handled by the current 'Generator Preset'.
The 'Place' name of a wear overlay is generally of the same as its Overlay type. In example jeans are of the 'Leg' wear Overlay type and are placed on the 'LegsWear'.
Color Presets :
Are colors listed by type such as metal or leather. You can assign colors to an overlay for you choose one to apply to the overlay during the creation of an avatar.
Linked to Slot:
This option is controlled by the slot, you have to edit the slot about the Linked Overlay to change this.
The Linked Slot(s) displays the DK slot associated to the overlay. Almost all the 'Wear' slots have an associated slot.
The 'Face+Elem' overlays for the Pig Nose and the Elven Ears are associated to a slot, but they are exceptions, the others are using the 'Face' overlay.
Stacked Overlays :
Are additional overlays to cover the Linked Overlay of a slot. They are generally designed to apply a different color on a particular part of the slot.
You can assign 2 Stacked Overlays.
This blue print contains the advanced options for the users to prepare the element to be used by the DK UMA Engine to create an avatar without writing a single line of code.
A UMA Element has to be ready to work with UMA2. You have to prepare it the normal way as required by the UMA 2 engine.
When your UMA2 Element is ready to be used by the UMA2 Engine :
Use the 'Elements Manager' window to create a DK UMA element of a UMA2 element.
The original UMA2 element will be linked to the DK UMA Element.
Both need to have the same internal name.
You only can change the name of the asset file from the project.
The UMA2 Slot and its associated UMA2 Overlay requires to have the same UMA Material.
UMA2 is using PBR, the PBR UMA material is :
UMA_Diffuse_Normal_Metallic
the PBR UMA material requires 3 texture to be associated to the UMA Overlay:
- Albedo
- Normal
- Roughness
Select a DK UMA overlay using the 'Elements Manager' window, then use the 'Prepare' tab of the DK UMA Editor.
Textures :
The name and the path of the textures used by the overlay are displayed and you can setup a texture to be readable/writable. If the texture is ready to be used, you can select it by clicking on the 'Go to' button.
About the linked Overlays and its Stacked Overlays :
The linked Overlays and the Stacked Overlays only require to be configured about the Color Presets.
The following settings are generally used for the body, the head and the hair, sometime for some flat wear without mesh, such as the male shirt or the female jeans provided with UMA 2.
The Gender :
Makes the element to be used and generated for a female or a male Avatar. You can make it to be used by 'Both' of them, but is is not the more common usage of an overlay.
The DK Race(s) :
Open the Races window by clicking on the 'Open Races List' button. The Race window allows you to add a DK Race one by one or all of them for your element to be used by them during the generation of an Avatar. You also can remove a DK Race(s) using the Race window. An element without a race will not be used during the generation.
The Overlay Type :
It is the first important setting of the configuration of an element, it determines the type of DK Overlay that this slot is able to use. During the generation, one slot is generated for each anatomy part (see the E chapter for more information about the anatomy parts) corresponding to the 'Place' of an Element. Then this slot checks all the available overlays for it to choose one of them. The Overlay type of the overlays must be of the same type than a slot for the slot to use the chosen overlay.
About 'Body' parts :
Flesh :
The Feet, Legs, Torso, Hands slots of the naked body are usually on the same Overlay / Texture, it have to be configured as a 'Flesh' Overlay type. Doing so they are able to share the same color.
Face :
The Head of an Avatar is composed by a single 'Face' slot (to be placed at the 'Head' Place, see below about the 'Place' of an overlay). It uses a single overlay covering the mouth, the eyelids and the nose slots. Also the ears are usually covered by that overlay, but in some cases it uses an associated overlay (like as the Elven Ears or the Pig Nose). Take care to select the '+Elem' option for the those DK Overlay, identical to the DK slots.
The '+Elem'
face overlays have to be placed at the corresponding place. The Ears are of Overlay type 'Face+Elem' and the place must be set to 'Ears'. The Pig Nose is of Overlay type 'Face+Elem' and its place must be set to 'Nose'. And so go on for the rest of the face elements if the 'Face+Elem' slot is associated to an overlay, it is better to link this overlay to the slot, see the previous chapter about the Linked Overlay option.
Hair :
If your overlay is a hair element associated to a slot, the Overlay type must be 'Hair' and its place must be 'Hair'. It is recommanded to verify and link it to the slot using the Linked Overlay option.
If the Hair overlay does not have an associated slot and is prepared to be applied on the Head / Face slot, its Overlay type is 'Hair' and its place is 'Hair' or 'Head'.
The Hair Module slot must be associated to a 'Hair_Module'. It is of the 'Hair+Elem' Overlay type and its place is the 'Hair_Module' Anatomy part. Add it using the Link Overlay option.
Eye :
The 'Eyes' Overlay type is made for the eye globes overlay (Not the eyelids). Its place is 'Eyes'.
The Eyebrow :
must be applied on the Face slot. To do so, set the Overlay type to 'Hair' to be use the hair color (or use the 'Eyebrow' type) and its place is the Head.
The Lips :
must be applied on the Face slot. To do so, set the Overlay type to 'Lip' (The color is generated regarding the flesh color and a random modifier) and its place is the Head.
The Makeup :
must be applied on the Face slot. To do so, set the Overlay type to 'Makeup' (The color is generated regarding the flesh color and a random modifier) and its place is the Head.
The Tatoo :
must be applied on the Face slot. To do so, set the Overlay type to 'Tatoo' and its place is the Head.
Beard :
Multiple Beard overlays can be uses for a single Avatar. Is is controlable during the preparation of the Greneration Process, see chapter D. The color is a light modification of the Hair color. Its Overlay type is 'Beard' and its place is the 'Head'.
About the 'Wears' Overlay types :
Selecting a wear Overlay type for your overlay will display the 'Weight' menu. The weight of a slot is used during the preparation of the creation of your Avatar(s) in the 'Create' tab of the Editor (see the D chapter) and the Generator use it to select the slots and overlays to generate.
There are two different kind of wear overlays, the fist one is an Overlay to apply on a wear slot associated to it. The second one is an overlay to apply as a layer on the flesh overlay of the body slots. They determine what kind of DK Overlay can be used by a wear slot such as a shirt or pants.
Overlay to apply on a slot as 'Linked Overlay' :
Set the color presets of the overlay, iy is the only required setup for a Linked Oberlay. Then select the slot associated and assign the overlay as a 'Linked Overlay'.
Wear Overlay to apply as a layer on the flesh overlay of the body slots :
If the overlay must be placed over the body overlay, it is recommanded to set it up at the place 'Torso', because almost all the actual wear overlays are prepared depending of the torso body overlay, even if your wear overlay is to be viewed on legs.
Underwear :
They are overlays not associated to a slot. As explained before, the underwear overlay is usually placed on the Torso even for panties.
The Place :
The 'Place' of an overlay is the 'Anatomy Part' on witch the associated slot will be generated.
Click on the 'Choose' button to display the list of all the 'Anatomy Part' handled by the current 'Generator Preset'.
The 'Place' name of a wear overlay is generally of the same as its Overlay type. In example jeans are of the 'Leg' wear Overlay type and are placed on the 'LegsWear'.
Color Presets :
Are colors listed by type such as metal or leather. You can assign colors to an overlay for you choose one to apply to the overlay during the creation of an avatar.
Linked to Slot:
This option is controlled by the slot, you have to edit the slot about the Linked Overlay to change this.
The Linked Slot(s) displays the DK slot associated to the overlay. Almost all the 'Wear' slots have an associated slot.
The 'Face+Elem' overlays for the Pig Nose and the Elven Ears are associated to a slot, but they are exceptions, the others are using the 'Face' overlay.
Stacked Overlays :
Are additional overlays to cover the Linked Overlay of a slot. They are generally designed to apply a different color on a particular part of the slot.
You can assign 2 Stacked Overlays.