Post by Admin on Jan 30, 2016 18:17:53 GMT
This new option requires the DK UMA Editor v2.2.3.
It also requires the Ingame Creator v2.1.3 and DK UMA ORK Integration v1.0.
or the Premium pack v2.1.3.
Prepare Equipment :
Possibilities :
DK UMA can handle up to 17 various equipment slots. 13 are available with the ORK Framework.
- Arm band
- Belt
- Cloak
- Feet
- Hands
- Head
- Leg band
- Legs
- Shoulder
- Torso
- Wrist
- Backpack
- Handled Left
- Handled Right
You have to create an Equipment Prefab for every DK UMA equipment you want to be used by the ORK Framework.
In your project window search for 'DK UMA ORK Equipment Prefab'.
Duplicate it and rename it depending on the equipment you want to create.
Select the new equipment prefab and open its 'DK_UMA_ORK_Equipment' component in the inspector.
select the 'Layer' :
The DK UMA avatars have 3 layers for each of the equipment parts, the Sub is only an overlay, the Main and Cover are a Slot Element (with a mesh).
Select the 'Remove Other Layers' option :
Yes means that all the other layers will be removed from the avatar for this equipment part.
No means that none of the other layers will be removed from the avatar for this equipment part.
You also have an option to remove only one other layer.
The Gender and the Elements fields :
A DK Element is designed to be used by a gender.
If you have a version of the Element for each gender it is perfect.
Add the DK UMA Slot to the field for each gender.
The DK Overlay Data field is to specify an Overlay to apply on the Slot.
If this field is left blank,the first of the select DK Slot element's 'Linked Overlays' will be used.
But remember that the DK Slot element have be be using 'Linked Overlays'.
If you want to verify an element, open the 'Element Manager' to select the element, then use the DK UMA Editor window, in the 'Prepare' Tab.
Verify the linked overlay(s) and add an overlay if necessary (if blank).
For a 'SubOverlayOnly' item, the DK UMA Slot field is not used and only the Overlay field is necessary.
'Color Preset' and 'Color' :
The Color Preset will assign the color to the overlay.
If Color Preset is left blank, but the DK Element is using Color Presets, the first color preset will be assigned .
If Color Preset is left blank, but the DK Element is not using Color Presets, the Color field will be used.
If the Color field is left to black, a random color will be assigned.
Open the 'ORK Framework' Editor window.
Open the 'Inventory' Tab.
Open 'Equipment Parts'.
Now open the 'DK UMA ORK Integration' window using the Unity menu in UMA/DK Editor/PlugIns/Ingame Creator/Integration/ORK Framework.
All the DK UMA Equipment Places will be added to the ORK 'Equipment Parts'. Click on 'Add all Equipment Parts'.
Open the Player Class in the 'Combatants' Tab and assign the new 'Equipment Parts'. Disable the default ones if necessary.
Now go to the 'Armors' tab to prepare an armor for your avatar.
Create a new equipment or select an existing one.
Change the 'Viewer Prefab' of the 'Item Settings' by selecting your newly created item prefab.
Result :
The ORK Framework will instantiate the prefab and the component will apply the necessary modifications to display the DK UMA equipment.
Also works to remove an equipment.
It also requires the Ingame Creator v2.1.3 and DK UMA ORK Integration v1.0.
or the Premium pack v2.1.3.
Prepare Equipment :
Possibilities :
DK UMA can handle up to 17 various equipment slots. 13 are available with the ORK Framework.
- Arm band
- Belt
- Cloak
- Feet
- Hands
- Head
- Leg band
- Legs
- Shoulder
- Torso
- Wrist
- Backpack
- Handled Left
- Handled Right
You have to create an Equipment Prefab for every DK UMA equipment you want to be used by the ORK Framework.
In your project window search for 'DK UMA ORK Equipment Prefab'.
Duplicate it and rename it depending on the equipment you want to create.
Select the new equipment prefab and open its 'DK_UMA_ORK_Equipment' component in the inspector.
select the 'Layer' :
The DK UMA avatars have 3 layers for each of the equipment parts, the Sub is only an overlay, the Main and Cover are a Slot Element (with a mesh).
Select the 'Remove Other Layers' option :
Yes means that all the other layers will be removed from the avatar for this equipment part.
No means that none of the other layers will be removed from the avatar for this equipment part.
You also have an option to remove only one other layer.
The Gender and the Elements fields :
A DK Element is designed to be used by a gender.
If you have a version of the Element for each gender it is perfect.
Add the DK UMA Slot to the field for each gender.
The DK Overlay Data field is to specify an Overlay to apply on the Slot.
If this field is left blank,the first of the select DK Slot element's 'Linked Overlays' will be used.
But remember that the DK Slot element have be be using 'Linked Overlays'.
If you want to verify an element, open the 'Element Manager' to select the element, then use the DK UMA Editor window, in the 'Prepare' Tab.
Verify the linked overlay(s) and add an overlay if necessary (if blank).
For a 'SubOverlayOnly' item, the DK UMA Slot field is not used and only the Overlay field is necessary.
'Color Preset' and 'Color' :
The Color Preset will assign the color to the overlay.
If Color Preset is left blank, but the DK Element is using Color Presets, the first color preset will be assigned .
If Color Preset is left blank, but the DK Element is not using Color Presets, the Color field will be used.
If the Color field is left to black, a random color will be assigned.
Open the 'ORK Framework' Editor window.
Open the 'Inventory' Tab.
Open 'Equipment Parts'.
Now open the 'DK UMA ORK Integration' window using the Unity menu in UMA/DK Editor/PlugIns/Ingame Creator/Integration/ORK Framework.
All the DK UMA Equipment Places will be added to the ORK 'Equipment Parts'. Click on 'Add all Equipment Parts'.
Open the Player Class in the 'Combatants' Tab and assign the new 'Equipment Parts'. Disable the default ones if necessary.
Now go to the 'Armors' tab to prepare an armor for your avatar.
Create a new equipment or select an existing one.
Change the 'Viewer Prefab' of the 'Item Settings' by selecting your newly created item prefab.
Result :
The ORK Framework will instantiate the prefab and the component will apply the necessary modifications to display the DK UMA equipment.
Also works to remove an equipment.