Post by Admin on Sept 18, 2015 15:30:38 GMT
DK UMA is using an external generation process to create the avatars. The basic UMA elements have to be detected and a new version of them is createdas a Blue Print. The new version is blank of any DK UMA properties. You will learn how to setup a DK Slot or a DK Overlay.
How to open the 'Elements Manager' window :
From the 'Welcome' tab of the DK UMA Editor, click on the 'Elements Manager' button.
When you open the 'Elements Manager' window, it launchs the automatic detection process then it detects the type of each element and store the UMA and DK UMA elements in the correct lists.
The 'Elements Manager' window is composed by 3 parts :
the 'Libraries' menu :
It verify if the UMA and DK UMA libraries are present into the current scene. It displays an alert if the libraries are not detected.
In the same menu you can install the UMA objects to your scene if they are missing.
the 'Options to Detect assets' menu :
You can detect all UMA and DK UMA elements by clicking on the button 'Detect Elements'.
The various elements have already been detected when you opened the window. This button is usefull to detect new elements installed to your project during this window to be displayed.
Quick setup :
The 'Fix Elements' button will try to correct the various errors sometime made by the authors of the elements. It also fixe the textures of the UMA overlays to be used by DK UMA.
The 'Add to Libraries' is used to populate the DK libraries of your project and the libraries of the current scene.
Detailed setup :
This menu is now deprecated but is still available in case of some problem using the Quick setup functions.
In the same menu you can 'Convert all' Elements to DK by clicking on the so named button.
As explained earlier, this process is creating a new DK Slot or Overlay for each of the not already installed UMA element. You are able to prepare your new DK element , open the 'Prepare' tab of the DK Editor then select the element in this window.
You can add all the DK or UMA slots and overlays to your current libraries. Click on the corresponding button.
The 'List of Elements' :
It shows the UMA and DK elements of your project. Use the search field to view a filtered list of the slots and overlays or let it blank to list all elements. Click on the 'cyan' buttons to select the list(s) you want to display or not.
In the 'UMA Slots' list :
If the name is red, the UMA element is not converted to DK.
Select an element by clicking on its name.
If your UMA element is not converted to DK, you can make it by clicking on the 'Add' button just bellow the name of the element.
If your UMA Element is already converted to DK, you can select the DK converted element directly by clicking on the 'Select DK' button.
You can add the element to the UMA library of the current scene and of the project.
If it is already into the library, the 'In Library' button is green.
In the 'UMA overlays' list :
If the name is red, the UMA element is not converted to DK.
The textures of the overlay are displayed in the 'Preview Boxes', click on the name of the element to select the overlay.
If your UMA overlay is not converted to DK, you can convert it by clicking on the 'Add' button. If it is already converted to DK, click on the 'Select DK' to select the DK element.
You can add the element to the UMA library of the current scene and of the project.
If it is already into the library, the 'In Library' button is green.
In the 'DK Slots' list :
Select an element by clicking on its name or on the 'Preview box'.
Just bellow the name of the element is displayed the 'Is active' button, making it green will tell the generator to use the element or not during the avatar(s) creation.
The 'At Start' button is to set this element to be used during the creation of the player's avatar using the Ingame Creator (Premium tool).
You can add the element to the UMA library of the current scene and of the project.
If it is already into the library, the 'In Library' button is green.
Some informations are displayed in the third line.
About the gender, the overlay type, the place of the element and the overlay assigned to the DK Slot.
If some information is red, you have to prepare the DK Slot about that property.
Use the DK UMA Editor and its 'Prepare' tab to do so.
The fourth line is about the LOD option.
In the 'DK overlays' list :
The textures of the overlay are displayed in the 'Preview Boxes', click on the name of the element or on a preview to select the overlay.
If the name is grey, that mean that the element is linked to a DK Slot.
Most of the time, the Linked overlays are used for the gear and equipment of the avatars.
The not linked overlays are most of the time used for the body and the head of the avatars and are displayed in green.
Just bellow the name of the element is displayed the 'Is active' button, making it green will tell the generator to use the element or not during the avatar(s) creation.
You can add the element to the UMA library of the current scene and of the project.
If it is already into the library, the 'In Library' button is green.
How to open the 'Elements Manager' window :
From the 'Welcome' tab of the DK UMA Editor, click on the 'Elements Manager' button.
When you open the 'Elements Manager' window, it launchs the automatic detection process then it detects the type of each element and store the UMA and DK UMA elements in the correct lists.
The 'Elements Manager' window is composed by 3 parts :
the 'Libraries' menu :
It verify if the UMA and DK UMA libraries are present into the current scene. It displays an alert if the libraries are not detected.
In the same menu you can install the UMA objects to your scene if they are missing.
the 'Options to Detect assets' menu :
You can detect all UMA and DK UMA elements by clicking on the button 'Detect Elements'.
The various elements have already been detected when you opened the window. This button is usefull to detect new elements installed to your project during this window to be displayed.
Quick setup :
The 'Fix Elements' button will try to correct the various errors sometime made by the authors of the elements. It also fixe the textures of the UMA overlays to be used by DK UMA.
The 'Add to Libraries' is used to populate the DK libraries of your project and the libraries of the current scene.
Detailed setup :
This menu is now deprecated but is still available in case of some problem using the Quick setup functions.
In the same menu you can 'Convert all' Elements to DK by clicking on the so named button.
As explained earlier, this process is creating a new DK Slot or Overlay for each of the not already installed UMA element. You are able to prepare your new DK element , open the 'Prepare' tab of the DK Editor then select the element in this window.
You can add all the DK or UMA slots and overlays to your current libraries. Click on the corresponding button.
The 'List of Elements' :
It shows the UMA and DK elements of your project. Use the search field to view a filtered list of the slots and overlays or let it blank to list all elements. Click on the 'cyan' buttons to select the list(s) you want to display or not.
In the 'UMA Slots' list :
If the name is red, the UMA element is not converted to DK.
Select an element by clicking on its name.
If your UMA element is not converted to DK, you can make it by clicking on the 'Add' button just bellow the name of the element.
If your UMA Element is already converted to DK, you can select the DK converted element directly by clicking on the 'Select DK' button.
You can add the element to the UMA library of the current scene and of the project.
If it is already into the library, the 'In Library' button is green.
In the 'UMA overlays' list :
If the name is red, the UMA element is not converted to DK.
The textures of the overlay are displayed in the 'Preview Boxes', click on the name of the element to select the overlay.
If your UMA overlay is not converted to DK, you can convert it by clicking on the 'Add' button. If it is already converted to DK, click on the 'Select DK' to select the DK element.
You can add the element to the UMA library of the current scene and of the project.
If it is already into the library, the 'In Library' button is green.
In the 'DK Slots' list :
Select an element by clicking on its name or on the 'Preview box'.
Just bellow the name of the element is displayed the 'Is active' button, making it green will tell the generator to use the element or not during the avatar(s) creation.
The 'At Start' button is to set this element to be used during the creation of the player's avatar using the Ingame Creator (Premium tool).
You can add the element to the UMA library of the current scene and of the project.
If it is already into the library, the 'In Library' button is green.
Some informations are displayed in the third line.
About the gender, the overlay type, the place of the element and the overlay assigned to the DK Slot.
If some information is red, you have to prepare the DK Slot about that property.
Use the DK UMA Editor and its 'Prepare' tab to do so.
The fourth line is about the LOD option.
In the 'DK overlays' list :
The textures of the overlay are displayed in the 'Preview Boxes', click on the name of the element or on a preview to select the overlay.
If the name is grey, that mean that the element is linked to a DK Slot.
Most of the time, the Linked overlays are used for the gear and equipment of the avatars.
The not linked overlays are most of the time used for the body and the head of the avatars and are displayed in green.
Just bellow the name of the element is displayed the 'Is active' button, making it green will tell the generator to use the element or not during the avatar(s) creation.
You can add the element to the UMA library of the current scene and of the project.
If it is already into the library, the 'In Library' button is green.