UMA 2.11 RC1
Pre-releaseWhats new in 2.11
Highlights
UMA avatars are now visible at edit time, and can be modified directly in the editor.
Significantly faster UMA builds in built applications
More than 4 bone weights per vertex
Better usage of texture atlas using new fit methods
Transform (scale and rotate) overlays in recipes
Backup/Restore of global library
Numerous bug fixes
Updated scenes
Updated Documentation
Generation
Added support for more than 4 boneweights. Can now use as many boneweights as you like.
Reworked the SkinnedMeshCombiner to use the new boneweights.
New "no coroutines" method of generation results in faster build
Skeleton removal during build is now done in build process to fix issues where skeleton is not available during some frames.
New texture atlas fitting methods:
Reduce (with a variable reduction amount)
Best Fit Square (Expands the texture to the best fit square, and then reduces them to fit the atlas). This takes a bit more work, but wastes the least space.
Broke out fit methods on generator
Added property to sharpen reduced textures by forcing it to use a higher mip. Produces significantly more detailed output on textures that are fit.
Scenes
Updated many scenes to use better lighting.
Updated Mounting Objects example scene to show how to use UMAMountedItem.
Updated Ragdoll scene to show how to detect what part of the body is hit.
Recipes
Added ability to transform (scale and rotate) an overlay in a recipe (Not on first overlay - only additional overlays)
Added ability to change color channel length on shared colors in recipe editor.
Added Property Blocks to Overlay Colors (shared colors). Now you can set floats, vectors, ints, colors, matrixes, etc. on the materials.
ExpressionPlayer
Added Pointing, Peace Sign, Rude sign, and grasp to Expression Player. Note: the arms/hands must be procedurally driven for this to look right (VR, etc).
Fixed some errors where the Expression Player could generate errors during startup
DynamicCharacterAvatar
UMA characters are now visible at edit time (can be disabled)
Made an edit time DNA editor, combined with colors and wardrobe under "customization".
Added filters to colors in DCA customizer section
Added UpdateBounds() function.
Added load/save preset in the editor.
Default colors are now white/black for the various colors on the race.
New events: WardrobeAdded and WardrobeRemoved.
Added "Always Rebuild Skeleton" option in the advanced settings. This will help you keep your rig clean and tidy, for a slight performance cost.
UMAMountedItem
New object to make mounting simpler. Add this to an object you want to make mountable. Specify the bone you want to attach it to, and any offset/rotation. Will automatically attach and process, and survive rebuilds.
OverlayData
Made it possible to have Overlays with no texture channels (these overlays can be modified with material property blocks).
SlotData
New: Wildcard slots. This is a type of utility slots that can be added to recipes, which allows you to place overlays onto slots (or other overlays) based on tag. So you can place an
overlay onto a "Torso" without knowing the actual slot ID, just the tag. This allows you to reuse recipes for slots that have the same UV coordinates.
Slotbuilder
Made blender slot rotation fixup optional.
Can now specify bones to keep when building slots. (for mount points, etc)
Reworked UI on Slotbuilder to emphasise building slots from FBX automatically
Global Library
Functions (and menu items) to backup and restore the Global Library.
Made the Build Preprocessor optional (off by default)
Misc
Set proportions on default female race to a bit less heroic.
Fixed some possible warnings during overlay generation.
Fixed race loading in editor so it does not need to instantiate the race to get slots
Lot of minor issues where assumptions were made in code that occasionally weren't true.
URP conversion option will convert hair to use Speedtree8 shader
Forearm Twist slot script will now let you set the names of the bones
Reworked the bone cleaner to make it more robust
Added flipping, highlighting to bone pose editor
Added "find UMA" to bone pose editor, so you don't have to select it
Bone Pose Editor will now remember the selected UMA when possible
Bone Pose Editor will now allow mirroring on X,Y,Z axis. Default UMA (blender export) is on Y axis.
Provided sane colors for additive channel when an overlay did not have all channel colors defined (issue with core samples)
Tightened up avatars, and made the new avatars the default
Numerous bug fixes on edge cases
Better resource cleanup
DCARendererManager
Added option EnableRenderers to turn on/off the renderer manager for toggling between first and third person.