Post by Admin on Sept 23, 2016 14:30:01 GMT
For the Premium users and the Race Editor users only.
Creating a race for UMA2 requires some previouly achieved steps :
Find the information to do so in the Secret Anorak tutorial there.
Using a 3D modeling tool :
Create a new mesh for the body of your new race.
This mesh(s) have to be linked to the original UMA2 bones.
That mesh can be divided in body parts such as the head, the torso (arms included), the hands, the legs and the feet. If you do so, keep a complete mesh of the model, it will be used to create the UMA2 T-Pose.
Every body parts have to be linked to the UMA2 bones. So, if you divide your body mesh, every body part mesh have to be a copy of the original mesh (linked to the UMA2 bones) before the division.
Prepare the Albero, Normal and Roughness textures for this mesh.
Generaly the texture is covering the entier body. You can devide the texture to have the head texture separated, it should be usefull to be able to change the head aspect.
Using Unity :
Import your new mesh(s) into Unity.
Create the UMA2 T-Pose :
From the complete body mesh, create a UMA2 T-Pose using the tool at 'UMA > Extract T-Pose' of the menu.
Create the UMA2 Slot(s) from the mesh(s) :
Open the tool at 'UMA > Slot Builder' of the menu.
Drag and drop the 'SkinnedMeshRenderer' object from you model in the 'SlotMesh' field.
In the 'UMAMaterial' field, select 'UMA_Diffuse_Normal_Metallic'.
Drag and drop the destination folder in the 'Slot Destination Folder' field.
Write the name of the result element.
Click on Create Slot.
If you have divided the body into multiple parts, do the same operation for every part.
Create the Overlay(s) :
Open the tool at 'UMA > Legacy Texture Builder'.
Assign the textures to the corresponding fields.
Write th name of the future overlay.
Drag and drop the destination folder to the 'Texture Folder' field.
Click on Create Overlay.
Now select the new overlay.
Open the texture List and change its size to 3.
Add the specular or the roughness texture to the third position in the list.
In the 'Material' field, select 'UMA_Diffuse_Normal_Metallic'.
The UMA2 elements are now ready to be used.
Using the Race Editor :
Open the Race Editor at
UMA > DK Editor > Plug-Ins > Race Editor
Step 1 : about the UMA Race
Select the 'UMA Race Editor' tab.
Write the name of the new race and select its gender.
Click on 'Create the New UMA Race' button.
Open the 'T-Poses' sub tab and assign the newly create T-Pose from your model.
Open the 'DNA Ranges' tab and assign the one corresponding to the gender of the race.
Do not change the DNA Converter.
Step 2 : About the DK UMA Race
Select the 'DK UMA Race Editor' tab.
Open the Race Editor Scene using the button.
In case of trouble, you can find this scene there in your project window :
Assets / DK Editors / DK_UMA_Editor / PlugIns / Race Creator / Scenes
Launch the runtime mode.
Write the name of the new DK Race and select the gender.
Click on 'Generate the Race'.
Now in the 'Linked UMA Race', assign the new UMA Race created previously.
Close the Runtime mode.
In the right panel, select new DK Race in the 'DK Races' tab.
Go to the 'Race Color Presets' tab and add or remove the color presets you want the race to be able to use.
That's it.
Prepare the DK Slots and DK Overlays :
With the new DK Race created, it is time to prepare the DK elements.
You have to be in a scene ready for DK UMA.
Open the Elements Manager.
Import the created UMA Slot(s) and UMA Overlay(s) to DK UMA as explained in this information.
Click on Add to Libraries to add the UMA and DK Slots, Overlays and Races to the libraries of the current scene.
Once done, it is time to prepare the DK elements.
Proceed as explained in the following tutorials
Prepare a DK Slot
Prepare a DK Overlay
Creating a race for UMA2 requires some previouly achieved steps :
Find the information to do so in the Secret Anorak tutorial there.
Using a 3D modeling tool :
Create a new mesh for the body of your new race.
This mesh(s) have to be linked to the original UMA2 bones.
That mesh can be divided in body parts such as the head, the torso (arms included), the hands, the legs and the feet. If you do so, keep a complete mesh of the model, it will be used to create the UMA2 T-Pose.
Every body parts have to be linked to the UMA2 bones. So, if you divide your body mesh, every body part mesh have to be a copy of the original mesh (linked to the UMA2 bones) before the division.
Prepare the Albero, Normal and Roughness textures for this mesh.
Generaly the texture is covering the entier body. You can devide the texture to have the head texture separated, it should be usefull to be able to change the head aspect.
Using Unity :
Import your new mesh(s) into Unity.
Create the UMA2 T-Pose :
From the complete body mesh, create a UMA2 T-Pose using the tool at 'UMA > Extract T-Pose' of the menu.
Create the UMA2 Slot(s) from the mesh(s) :
Open the tool at 'UMA > Slot Builder' of the menu.
Drag and drop the 'SkinnedMeshRenderer' object from you model in the 'SlotMesh' field.
In the 'UMAMaterial' field, select 'UMA_Diffuse_Normal_Metallic'.
Drag and drop the destination folder in the 'Slot Destination Folder' field.
Write the name of the result element.
Click on Create Slot.
If you have divided the body into multiple parts, do the same operation for every part.
Create the Overlay(s) :
Open the tool at 'UMA > Legacy Texture Builder'.
Assign the textures to the corresponding fields.
Write th name of the future overlay.
Drag and drop the destination folder to the 'Texture Folder' field.
Click on Create Overlay.
Now select the new overlay.
Open the texture List and change its size to 3.
Add the specular or the roughness texture to the third position in the list.
In the 'Material' field, select 'UMA_Diffuse_Normal_Metallic'.
The UMA2 elements are now ready to be used.
Using the Race Editor :
Open the Race Editor at
UMA > DK Editor > Plug-Ins > Race Editor
Step 1 : about the UMA Race
Select the 'UMA Race Editor' tab.
Write the name of the new race and select its gender.
Click on 'Create the New UMA Race' button.
Open the 'T-Poses' sub tab and assign the newly create T-Pose from your model.
Open the 'DNA Ranges' tab and assign the one corresponding to the gender of the race.
Do not change the DNA Converter.
Step 2 : About the DK UMA Race
Select the 'DK UMA Race Editor' tab.
Open the Race Editor Scene using the button.
In case of trouble, you can find this scene there in your project window :
Assets / DK Editors / DK_UMA_Editor / PlugIns / Race Creator / Scenes
Launch the runtime mode.
Write the name of the new DK Race and select the gender.
Click on 'Generate the Race'.
Now in the 'Linked UMA Race', assign the new UMA Race created previously.
Close the Runtime mode.
In the right panel, select new DK Race in the 'DK Races' tab.
Go to the 'Race Color Presets' tab and add or remove the color presets you want the race to be able to use.
That's it.
Prepare the DK Slots and DK Overlays :
With the new DK Race created, it is time to prepare the DK elements.
You have to be in a scene ready for DK UMA.
Open the Elements Manager.
Import the created UMA Slot(s) and UMA Overlay(s) to DK UMA as explained in this information.
Click on Add to Libraries to add the UMA and DK Slots, Overlays and Races to the libraries of the current scene.
Once done, it is time to prepare the DK elements.
Proceed as explained in the following tutorials
Prepare a DK Slot
Prepare a DK Overlay