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Post by evill33t on May 3, 2017 20:33:20 GMT
Does anyone know how i can integrate Invector with Morph3D? I can use the Male/Female Model without Problems and the M3D Character Manager Script is working partially. Character morphing works but i cant use any content pack - if i drag and drop hair or armor to the content pack section i don't see the models on my character and the Hair/Clothing Slots stay empty. Also is there a way to use the morph3d attachment points (left/right hand) automatically as equipmentPoints? That would allow me to make a custom character designer and attach weapons automatically at the the correct positions. Regards Ronny Morph3D Asset: www.assetstore.unity3d.com/en/#!/content/45805
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Post by tharindu on May 13, 2017 7:09:57 GMT
Does anyone know how i can integrate Invector with Morph3D? I can use the Male/Female Model without Problems and the M3D Character Manager Script is working partially. Character morphing works but i cant use any content pack - if i drag and drop hair or armor to the content pack section i don't see the models on my character and the Hair/Clothing Slots stay empty. Also is there a way to use the morph3d attachment points (left/right hand) automatically as equipmentPoints? That would allow me to make a custom character designer and attach weapons automatically at the the correct positions. Regards Ronny Morph3D Asset: www.assetstore.unity3d.com/en/#!/content/45805 I have not tried using a 3rd party character set yet so I apologize if what I am saying is stupid. Create a controller using the normal vbot and observe how it is. Using this vbot as a point of reference, why don't you try adding the scripts to a functional MCS model manually ?
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Post by shadex on May 14, 2017 3:35:09 GMT
Does anyone know how i can integrate Invector with Morph3D? I can use the Male/Female Model without Problems and the M3D Character Manager Script is working partially. Character morphing works but i cant use any content pack - if i drag and drop hair or armor to the content pack section i don't see the models on my character and the Hair/Clothing Slots stay empty. Also is there a way to use the morph3d attachment points (left/right hand) automatically as equipmentPoints? That would allow me to make a custom character designer and attach weapons automatically at the the correct positions. Regards Ronny Morph3D Asset: www.assetstore.unity3d.com/en/#!/content/45805 Drag the character in the scene, make sure you texture all LoD's if your re-texturing. Equip all clothes your going to equip morph the character, and after everything is done, run it through the invector wizard. The main problem is your going to want to swap there shaders with standard shaders cause they write shaders like crap, and after you attach a bunch of components, morph3d's equip system breaks, making you unable to unequip the clothes you have on or add new ones. You can still use the clothes, but you have to write or find an equip system. Also, you can't use the attach points, because there not in the skeleton, and wont work with animations. It's great for the morphing system but none of there bells and whistles work, nor have they ever. Still i'm currently using it myself. One thing you can do is find materials and textures that look like the skin you may want, and retexture it. As long as a character is using a shirt, you will never notice. But it does a great job of fully rextureing the character with absolutely no work
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Post by shadex on Jun 28, 2017 0:35:29 GMT
Ok, couple of quick things I learned recently.
Open Mouth problem: Under Advanced tab on the script attached to the model check Force Jaw Closed.
If models clothes are not fitting properly change recalculate Bounds Frequency to "on attach" or "on morph" depending where you have the problem.
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Morph3D
Jun 28, 2017 0:51:58 GMT
via mobile
Post by uberwiggett on Jun 28, 2017 0:51:58 GMT
Shadex that is 100% gold on the mouth thing, the amount of times I've wondered why the animset for idle has them jaw agape!! Edit oh that's just for m3d models :P
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Post by shadex on Jun 28, 2017 1:44:00 GMT
Shadex that is 100% gold on the mouth thing, the amount of times I've wondered why the animset for idle has them jaw agape!! Edit oh that's just for m3d models :P I know the answer for other models as well lol. So it means your model has a jaw bone and the models animation DOES NOT have a jaw bone recorded. What you can do is ->THIS<- , Which is the best solution, or manually open up the animation in windows - > animation in unity and change the jaw bone at the first and last frame of the animation (typically you would need to do this for ALL animations, but can get away with idle).
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Post by tsuyoiraion on Nov 12, 2018 2:36:55 GMT
Morph3D actually has an option on the manager script on the model, in the advanced section near the bottom, which forced the jaw closed for animations that don't have a jaw rig included. This is a handy feature for fixing stuff like this.
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Post by shadex on Dec 25, 2018 17:19:49 GMT
Just so everyone knows. The newest beta changes how blendshapes are delt with in unity. Morph3d never was supported well, and ATM it's pretty much dead. So those who use morph3d might want to think about switching to UMA 2. Also apparently there is a way to convert morph3d clothes to UMA clothes.
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Post by ceebeee on Dec 26, 2018 22:26:22 GMT
Just so everyone knows. The newest beta changes how blendshapes are delt with in unity. Morph3d never was supported well, and ATM it's pretty much dead. So those who use morph3d might want to think about switching to UMA 2. Also apparently there is a way to convert morph3d clothes to UMA clothes. Newest beta of what? Because Morph3d still works fine in 2018.3 Can you be more specific what you're talking about?
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Post by shadex on Dec 28, 2018 4:23:19 GMT
Just so everyone knows. The newest beta changes how blendshapes are delt with in unity. Morph3d never was supported well, and ATM it's pretty much dead. So those who use morph3d might want to think about switching to UMA 2. Also apparently there is a way to convert morph3d clothes to UMA clothes. Newest beta of what? Because Morph3d still works fine in 2018.3 Can you be more specific what you're talking about? There is mesh tearing when you start changing the blendshapes in 2018.3.
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Post by ceebeee on Dec 28, 2018 19:42:06 GMT
There is mesh tearing when you start changing the blendshapes in 2018.3. I see what you mean, I wasn't seeing it because of my configuration. There's this line in the 2018.3 release notes: If you disable GPU Skinning, it's fine. (which is how I had it). The issue only occurs if you have GPU Skinning enabled. Furthermore, I did some experimenting, the issue also only occurs if you use their software to change the Blend Shapes with GPU Skinning enabled. if you use Unity's native functions (see: docs.unity3d.com/ScriptReference/30_search.html?q=Blendshape ), then everything works fine, GPU skinning or not. So with some consideration all options are still viable.
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Post by tsuyoiraion on Dec 28, 2018 20:05:49 GMT
I actually have an issue with using their system for blendshapes as well but upon testing, using unitys native blendshape reference does not cause the same issue.
Definitely an issue on their end but as mentioned, it's still viable and usable, just needs some tinkering.
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