Avatar

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The avatar is the gameobject in the scene that, in conjuntion with the libraries holds the data to create the final object at runtime.

Currently, the necessary script is the "DynamicCharacterAvatar". There is also a handy prefab within the UMA folders called "UMADynamicCharacterAvatar".


Saving an Avatar

LoadAndSave01.jpg

The "Load and Save" Menu can be accessed by selecting the top toolbar dropdown "UMA->Load and Save". Make sure an UMA is selected in the scene hierarchy before selecting a save option. These functions are designed to be used while the scene is running.


There are 4 different save options.

  • The "Save Selected Avatar(s)" options will work for non-dcs avatars and dcs avatars.
  • The "Save DynamicCharacterAvatar(s)" options will only work for dcs avatars. This is optimized for dcs avatars and results in a smaller file.


Each version also has a save to Text option and a save to Asset option.

  • The Text option will generate a text file listing all the UMA's attributes.
  • The Asset option will generate an Unity asset file with the UMA's attributes. This has the added benefit of being able to see and modify it in the inspector.

Loading an Avatar

The "Load and Save" Menu can be accessed by selecting the top toolbar dropdown "UMA->Load and Save". Make sure you are running the scene, and an UMA is selected in the scene hierarchy before selecting a load option.

There are two load options to select from when loading an UMA. Either will work for a dcs avatar or non-dcs avatar.

Use the text option if the avatar was saved in text format or asset if the avatar was saved in assets format.