[PersonToCUA Motion ]Character Export, Animation Recording & Playback

Plugins + Scripts [PersonToCUA Motion ]Character Export, Animation Recording & Playback

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ldfec

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ldfec submitted a new resource:

[PersonToCUA Motion ]Character Export, Animation Recording & Playback - Quickly turn VaM characters into animated CUA assets-all within VaM, without external software re

This is another plugin made by Codex. It evolved from the previous plugin. The previous plugin was designed to reduce hardware load in multi-character scenes by replacing actual character atoms with character clones. However, it could not save the setup. Some people asked whether I could add a saving function, and others asked if it could work together with CUA_Puppeteer plug-in by @Shadow Venom. So, this plugin is the final result of those requests.
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Hello there ! First of all amazing plugin, thanks for sharing, but I seem to run into an issue, the saved export does not load anymore in any new cua after it was saved, issue on my end or bug ?
 
Hello there ! First of all amazing plugin, thanks for sharing, but I seem to run into an issue, the saved export does not load anymore in any new cua after it was saved, issue on my end or bug ?
Do you have a detailed usage process? I’ll take a look tomorrow when I have some free time and try to reproduce it.
 
Hello there ! First of all amazing plugin, thanks for sharing, but I seem to run into an issue, the saved export does not load anymore in any new cua after it was saved, issue on my end or bug ?
My guess is that you didn’t load this plugin on the new CUA. You can try it again. I didn’t want you to wait too long, so I tested it myself, and this is very likely the reason.
 
Oh I think I understand, so to load the prefabds, we need to have the plugin and load it through there as well ? I thought it would be like when you import an animated asset in unity and just load the cua in vam.

Edit : Yeah I tested it and I did not read that the plugin was needed, my bad :p Thanks for quick answer mate

Edit 2 : For those that want to gain some time, once you saved you cua with animation, save it as a preset, that way you see what it is, with picture, an custom name, and you then only have to play motion
 
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This is exactly what I'd been hoping for; Hadn't had a chance to try this yet but it seems that one of my longtime dreams has come true.
Thanks!
 
How would this plugin handle person atoms with CUA clothing? I'm assuming it "copies" the person atom and it's hair, clothing, etc - but could I attach CUA's to the "copy" the same way I would a person atom?
 
How would this plugin handle person atoms with CUA clothing? I'm assuming it "copies" the person atom and it's hair, clothing, etc - but could I attach CUA's to the "copy" the same way I would a person atom?
All CUA-based hair and clothing are excluded from the exported model. I've never used CUA hair or clothing myself, so I can't give you a definitive answer. You could try testing it yourself.
 
Make sure you all watch the Storm MV I made. I spent a lot of time on it — a whole 20 minutes!
 
Any chance this can work with DecalMaker? I get this error when I try to export but when I remove decalMaker it works


!> [PersonToCUAMotion] System.InvalidOperationException: Unsupported texture _BumpMap: Tex2D
at PersonToCUAMotion.TextureIndex (UnityEngine.Texture t, System.String property) [0x00000] in <filename unknown>:0
at PersonToCUAMotion.WriteMaterial (PersonToCUAFormat.ByteWriter w, UnityEngine.Material m, Boolean hairMaterial) [0x00000] in <filename unknown>:0
at PersonToCUAMotion.WriteSnapshot (.Snapshot s) [0x00000] in <filename unknown>:0
at PersonToCUAMotion+<ExportNative>c__Iterator4.MoveNext () [0x00000] in <filename unknown>:0
 
I am receiving an error regarding the unity runtime version (I think) when I try to export the selected character atom. I am using the the current version of VAM, not sure why that would be an issue.
 
what‘s the log
I am receiving an error regarding the unity runtime version (I think) when I try to export the selected character atom. I am using the the current version of VAM, not sure why that would be an issue.
 
Any chance this can work with DecalMaker? I get this error when I try to export but when I remove decalMaker it works


!> [PersonToCUAMotion] System.InvalidOperationException: Unsupported texture _BumpMap: Tex2D
at PersonToCUAMotion.TextureIndex (UnityEngine.Texture t, System.String property) [0x00000] in <filename unknown>:0
at PersonToCUAMotion.WriteMaterial (PersonToCUAFormat.ByteWriter w, UnityEngine.Material m, Boolean hairMaterial) [0x00000] in <filename unknown>:0
at PersonToCUAMotion.WriteSnapshot (.Snapshot s) [0x00000] in <filename unknown>:0
at PersonToCUAMotion+<ExportNative>c__Iterator4.MoveNext () [0x00000] in <filename unknown>:0
It might not work at the moment. I’ll look into it later.
 
So cool! Great work! It's a long shot, but any chance it would export a regular single file cua instead of the folder of references?

I was hoping to rip the exported cua, so I could bring characters with clothing and hair into Blender for nice renders, but my ripping software doesn't know how to read the .p2ct reference files.

Either way, amazing plugin! Really excited to have a bunch more characters in a scene!! Thanks for sharing!
 
When attempting to export, nothing happens, and a message appears in the corner of the plugin : " Supported runtime: Unity 2018.1.9f2 only ". What is this, and how can it be fixed?
 
!> [PersonToCUAMotion] System.InvalidOperationException: Mesh unavailable, unreadable, empty, or above prototype size limit.
at PersonToCUAMotion.CheckMesh (UnityEngine.Mesh mesh) [0x00000] in <filename unknown>:0
at PersonToCUAMotion.CaptureStrandHair (GPUTools.Hair.Scripts.HairSettings settings, .Snapshot part, System.Text.StringBuilder report) [0x00000] in <filename unknown>:0
at PersonToCUAMotion.CaptureNative (.Atom source) [0x00000] in <filename unknown>:0
 

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!> [PersonToCUAMotion] System.InvalidOperationException: Mesh unavailable, unreadable, empty, or above prototype size limit.
at PersonToCUAMotion.CheckMesh (UnityEngine.Mesh mesh) [0x00000] in <filename unknown>:0
at PersonToCUAMotion.CaptureStrandHair (GPUTools.Hair.Scripts.HairSettings settings, .Snapshot part, System.Text.StringBuilder report) [0x00000] in <filename unknown>:0
at PersonToCUAMotion.CaptureNative (.Atom source) [0x00000] in <filename unknown>:0
Try changing the quality of the hair back to Quality.

For hair its probably missing the upper two quality shaders. HairOptThick and HairOptThickMore. I was merging this with what I had done previously and I ran into this in my testing.
 
Also for the other error on bumpmap you might need to just do a gpu fallback. That is what I did for mouth and lip textures that kept throwing that error.

I went off the rails again @ldfec merging what you put out with what I had. The static hair, clothing, and soft physics really works well. This is what was killing my performance previously and making the plugin unsuitable for sharing. I actually added back options for eye bones, blinking, and facial morphs to be read from timeline and audio lol oh and I even put microtextures. Waiting to use VamTimbo's new voice to timeline morph plugin hopefully soon so I can have talking timelines saved to motion as well. Then I also added a slider for hair detail so you could turn it down when you don't need it 40-50% gives a boost to performance.

Just tried it out in VR last night, its really cool and worked great. I had 4 NPCs with animations and everything turned on, 5 regular CUA animated people in background, and 2 person atoms getting it on with really playable results. Even kicked the DLSS/NR on. I ended up leaving it on empty atoms. Then only real con I found was with long hair, I'd avoid if turning the head a lot. The static clothing actually worked great for me, just make sure the pose doesn't put a hole in it when capturing. The smaller texture was very efficent space wise for me and makes loading very quick with very little trade off. RAM and VRAM this time around was not bad at all compared to previous plugin.

Overall great job. Quick image of how it ended up. Also one thing if you do another iteration I added naming of the person and the motions. It helps a lot.

1792013689962.png
 
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