常用操作

创建uma-core-text recipe

创建uma-core-race data

选中模型rig-animation type设置humanoid-apply-configure-uma菜单栏Extract T-pose

race data设置Race Name,T-pose,Base Race Recipe

text recipe设置RaceData

Slot Builder-菜单栏uma,Slot Builder-拖动fbx的skinned mesh renderer到seams mesh,UMAMeterial设置成UMA_Cutout_Diffuse_Normal_Specular,slot destination folder设置生成的slot目录, 勾选Create Overlay,Binary Serialization,Add To Global Library,设置Keep Bones Containing值为seams mesh的Root Bone,拖动skinned mesh renderer到slot mesh,点击生成slot name,点击create slot生成slot

slot overlay-material设置3,拖动textures的纹理到_maintex,_bumpmap,_specglossmap

捏脸

一、调整骨骼

创建uma-DNA-dynamicconvertercontroller

创建uma-DNA-dynamicdnaasset

dynamicdnaasset设置-填写addname-add

dynamicconvertercontroller设置-dna asset-add converters(skeletondnaconverter)-add-add modifier填入xx骨骼名-scale-add-modifying dna-+-选择dna name

race data设置,拖动dna converter到dna converter list

二、调整blendshape

场景里创建gameobject,添加morphsetdnaconverterbehaviour脚本,创建预制体xxconverter

创建uma-DNA-dynamicdnaasset

创建uma-dna-legacy-morphsetdna

dynamicdnaasset设置-填写addname-add-dnatypehash,edit-复制值

morphsetdna设置-张贴值到dnatypehash-dnamorphs下点+-填写dnaname-blendshapeone(这个值来自blender里的blendshape,在场景里dynamic character avatar节点下的umarenderer的blendshapes里也有)

预制体xxconverter设置-张贴值到dnatypehash-分别拖动上面创建的2个到dnaasset和morphset

race data设置,拖动xxconverter到dna converter list

场景里dynamic character avatar设置-advanced options-enabled “load blendshapes”

运行场景-dynamic character avatar-uma data-dna-切换到这里创建的dynamicdnaasset-拖动即可进行捏脸

换装

创建uma-core-overlay asset

创建uma-dcs-wardrobe recipe

overlay asset设置-overlay name-material-add slot-_maintex

wardrobe recipe设置-race data-wardrobe slot-add overlay

运行后将wardroberecipe拖动到load default recipes即可