|
Post by colpolstudios on Oct 12, 2020 15:37:11 GMT
I asked the DK UMA asset provider
thank you for your interrest about DK UMA.
yes, the avatar is able to shoot when using a shooter weapon.
But that would mean purchasing his asset.
I was alredy thinking of this purchase, but i will ask them for some details on a standard UMA and what we are doing wrong.
Ill keep you guys posted.
|
|
|
Post by colpolstudios on Oct 13, 2020 19:53:43 GMT
Reply from one of the people who look after UMA.
I don't have the invector shooter controller, only the melee controller. I do not know what might be causing the issue with invector, sorry.
So I will try contacting Invector and direct them to this thread, just in case it has slipped there notice.
|
|
|
Post by Invector on Oct 14, 2020 13:20:40 GMT
I'm sorry, what's the issue? Do you want to know if the Shooter Template works with the UMA? if so, yes... it works with any Humanoid Avatar
|
|
|
Post by colpolstudios on Oct 14, 2020 14:55:56 GMT
I'm sorry, what's the issue? Do you want to know if the Shooter Template works with the UMA? if so, yes... it works with any Humanoid Avatar The issue is that no weapon type shooter will fire!
Try it yourself. If you succed tell us how to do it. Please
|
|
|
Post by Invector on Oct 15, 2020 13:49:43 GMT
But do you have the Shooter Template?
|
|
|
Post by manwitch on Oct 15, 2020 14:55:28 GMT
But do you have the Shooter Template? I am using the shooter template currently and I have the same problem. I guess I didn't notice it (or it has recently popped up) because I hadn't reached the point in development where I was using any ranged weapons. After reading this thread, I thought, "I should try this out and see if I have this problem too?" I tired it both on my current project and a new one and I can attest that it is happening. As to whether it is a problem with Invector or UMA, I would have to say the problem lies with UMA, since every other character asset I've tried works fine. If you decide that it's something that Invector wants to try to fix, UMA users the world over will rejoice ;)
|
|
|
Post by colpolstudios on Oct 15, 2020 19:31:38 GMT
But do you have the Shooter Template? OMG, Of course I do !
Invector have you tried adding a weapon type shooter with a UMA.
Can you shoot?
I also tried using the bow and arrows same deal. Can't shoot.
I renamed the default handlers with the prefex L_handler and R_handler. Failed to solve the issue.
The guys over on the UMA forum suggest it may be a duplicate naming convention, within the shooter setup.
UMA is extrelmy fussy about naming.
I have third person cover shooter asset with a UMA he can shoot.
However, the hit boxs or damage zones all had the same names.
I had to manualy change all of the names, possibly its something along these lines.
|
|
|
Post by colpolstudios on Oct 17, 2020 21:06:33 GMT
I have been doing some debugging and maybe this information may help.
I opened the animator window and selected the shot recoil and dug down deeper to the states.
With the UMA selected and with a gun equipped if I press fire the "any state" never fires.
I can manually click the bool and it will go to the state and the animation will play.
However,doing it this way you won't actually shoot.
So for some reason an UMA is interfering with only this aspect.
Things we can rule out.
all of the weapons have different naming.
The default handler created can be renamed "I tried that" no joy.
The only thing left is maybe the bullet or the input.
|
|
|
Post by Invector on Oct 18, 2020 12:36:17 GMT
Sorry, your initial post was quite confusing mixing some conversations with the dev.
So, did you check in your ItemManager EquipPoints tab if the handler is assigned correctly? I actually don't have UMA to test it but I don't see any reason to stop shooting, can you record a small clip showing the issue?
|
|
|
Post by colpolstudios on Oct 18, 2020 16:36:10 GMT
|
|
dkuma
New vMember
Posts: 9
|
Post by dkuma on Oct 19, 2020 13:37:11 GMT
Hello guys, I am DK UMA, I would like to share with you my response to Colin about DK UMA integration to Invector.
"DK UMA Premium is a tools box, designed to prepare items, equip them, clean memory and more, the Invector integration is a free gift to the Premium users.
DK UMA Integration manages all the aspects of the Invector character, because modifying a UMA avatar at runtime, even its original generation, may alter its bone structure and cut links to its default.
It has been a complete 'back enginering' to learn the mecanisms of the Invector 3rd person controller, to be able to create a real and effective integration, not only a rigged model compatibility.
So the DK UMA integration 'refresh' it when you equip a UMA equipment such as pants or else.
For that reason, we are providing a modified Invector inventory, to manage the various equipment places offered by the DK UMA engine.
At runtime, All is dynamic in our stuff, the avatars, the integration, the controller. All adapting.
A real Invector integration is a 6 months work to really achieve it, not an easy task.
That has been done some years ago, now it is updated to keep it alive and available for the Invector users."
Not a simple task to make all the little details to be able to work with a UMA avatar, DK UMA is an advanced manager for UMA, that is the reason why I prepared both engines to work together, because I placed DK UMA between Invector and UMA.
|
|
|
Post by colpolstudios on Oct 23, 2020 20:31:15 GMT
DK UMA is currently working on fixing some issues that I reported to him.
|
|
|
Post by survivalinc on Oct 31, 2020 5:12:42 GMT
I can also confirm this is an issue. I have UMA 2 - Unity Multipurpose Avatar and Invector Third Person Controller - Shooter Template purchased and imported into a fresh Unity 2020.1.11f1 project. I have created a few other shooter controllers using various fbx models with little to no issue, but for some reason the avatar UMADynamicCharacterAvatar will not shoot. I have configured the source fbx: Male_Unified.fbx animation type to be Humanoid, built the bone structure using UMA Bone Builder, successfully created the Invector Shooter Controller and cleared all UMA name duplication errors (defaultHandler, hitbox). The avatar can perform all actions from basic locomotion and melee templates with no issue, and can do all other shooter actions: hide/draw wep, aim, zoom etc. The only console response during runtime is this warning:
Calling Animator.GotoState on Synchronize layer UnityEngine.Animator:Play(Int32, Int32, Single) UMA.AnimatorState:RestoreAnimatorState(Animator, UMAData) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBase.cs:142) UMA.UMAGeneratorBase:UpdateAvatar(UMAData) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBase.cs:226) UMA.UMAGeneratorBuiltin:UpdateUMABody(UMAData) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:412) UMA.UMAGeneratorBuiltin:HandleDirtyUpdate(UMAData) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:268) UMA.UMAGeneratorBuiltin:OnDirtyUpdate() (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:285) UMA.UMAGeneratorBuiltin:Work() (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:148) UMA.UMAGeneratorBuiltin:Update() (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:101)
I have compared almost everything I could think of between the generated UMA model and the Invector shooter prefab template (bone structure, components, object/script settings etc.), and the only major difference I could find is that the UMA model does not contain a Spine2. Not sure if this is even necessary, but I'm lost at this point on what to troubleshoot next.
|
|
ovaan
New vMember
Posts: 13
|
Post by ovaan on Oct 31, 2020 11:10:25 GMT
I have compared almost everything I could think of between the generated UMA model and the Invector shooter prefab template (bone structure, components, object/script settings etc.), and the only major difference I could find is that the UMA model does not contain a Spine2. Not sure if this is even necessary, but I'm lost at this point on what to troubleshoot next. actually, when you study the skeleton of the UMA and a standard mixamo/ invector one, the difference is only in name but the actual bone is there : for invector it is "hips> spine1>spine2 and ect" for uma it is "Hips>lowerback>spine1....."
|
|
ovaan
New vMember
Posts: 13
|
Post by ovaan on Nov 19, 2020 8:38:37 GMT
UP
HAs anyone found anything that could help?
|
|