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When trying to create custom wardrobe receipe, the meshes explodes. #371

Closed jomath229 closed 2 years ago

jomath229 commented 2 years ago

Describe the bug In blender, using the content pack 2.7 UMA Blender Male Unified.blend I rigged a few items from a model I found on the internet. Everything is rigged and working correctly in blender. I save the .blend file in Unity, use the slot builder, drag in the meshes for my custom mesh torso and I also tried with the default human male leg provided in the content pack just to make sure it's not my meshes that's broken. I setup the receipe, overlays, materials, the materials etc. and when I actually apply the wardrobe receipe on my UMADynamicCharacterAvatar. The meshes are completely exploded. (See image for reference). I followed Secret anorak tutorial to get through this, so the step I took to implement a custom wardrobe piece are pretty much the same.

Environment (please complete the following information):

To Reproduce laura.zip

Steps to reproduce the behavior:

  1. Use my blend file I provided, it contains the .blend file I used.
  2. Open the Slot Builder and create a slot using the laura_torso mesh contained in the blend file
  3. Change the created overlay material to UMA_Lit(uma material)
  4. Add texture channels with whatever images.
  5. Add the created overlay and slot to the receipe, and add to a compatible model( I used human male high poly)
  6. add everything to the global library
  7. Add the UMADynamicCharacterAvatar and UMA_GLIB in the scene, select humanMaleHighPolu as race
  8. Add newly created wardrobe receipe from the custom .blend file
  9. Admire the monstrosity that's been created :p (legs are from the created slot made from the base uma mesh in the content pack 2.7 and the body is the created slot from my own mesh

Expected behavior Wardrobe receipe to accureatly represent the custom meshes, even more the one that is provided as the base model for custom meshes in blender.

Screenshots image On the right, the monster, in the middle, the base uma contained in the UMA Blender Male Unified .blend file, it's his legs that should be on the monster and on the right my custom mesh, rigged on the same rig from the UMA Blender Male Unified .blend file using mesh transform. image Here you can see a screen shot in blender from both meshes rigged on the rig provided in the content pack with both meshes being "animated" (leg and arm up, where both meshes have correct weights). Additional context I'm really new to using UMA and my project runs on unity HDRP, so I've had to modify some settings on the available content to make some model like the human male high poly work.