Difference between revisions of "Creating a customizable prefab"

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(Created page with " Often, a developer will want to pregenerate a character, and place that pregenerated character into the scene. This is a simple procedure in DCS once you have the basics. Fi...")
 
 
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Often, a developer will want to pregenerate a character, and place that pregenerated character into the scene. This is a simple procedure in DCS once you have the basics.
 
Often, a developer will want to pregenerate a character, and place that pregenerated character into the scene. This is a simple procedure in DCS once you have the basics.
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Please note that this creates a customizable UMA that is ''generated on the fly''. If you want a compact, unmodifiable prefab that is pregenerated, you'll need to use the power tools.
  
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== Create save location ==
 
First step is to create a place to store your character definitions. Characters are stored as recipes. For ease of use, we will store these definitions in resources.  
 
First step is to create a place to store your character definitions. Characters are stored as recipes. For ease of use, we will store these definitions in resources.  
  
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* Create a folder inside the resources folder, and give it a name. We'll name ours '''CharacterRecipes'''
 
* Create a folder inside the resources folder, and give it a name. We'll name ours '''CharacterRecipes'''
  
Next, create and save a character.
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== Create and save the character ==
  
 
* Start up the "UMA DCS Demo - Simple Setup", and design your character:
 
* Start up the "UMA DCS Demo - Simple Setup", and design your character:
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** Change DNA
 
** Change DNA
 
* Select the UMADynamicCharacterAvatar in the scene '''Hierarchy''' pane
 
* Select the UMADynamicCharacterAvatar in the scene '''Hierarchy''' pane
* Select "UMA/Load And Save/Save DynamicCharacterAvatar(s) Text (optimized)" from the menu, and save your character to the '''CharacterRecipes''' folder we created above. I named by character "Dwarf":
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* Select "UMA/Load And Save/Save DynamicCharacterAvatar(s) Text (optimized)" from the menu, and save your character to the '''CharacterRecipes''' folder we created above. In this example, I named the character "Dwarf":
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[[File:Creating a Prefab-1.jpg]]
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== Create the prefab itself ==
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* Open the "Load/Save" options on the UMADynamicCharacterAvater in the scene (the one you just modified).
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* Set the "Load Path Type" to '''Resources'''.
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* Set the "Load Filename" to the name of the character we saved (in this case, "Dwarf")
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* Drag the UMADynamicCharacterAvatar into your project to create a prefab, and name it.
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[[File:Creating a Prefab-2.jpg]]
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== View your handiwork! ==
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* Stop the playback of the scene, and drag the new dwarf prefab into the scene in several places, positioning and rotating as needed, and press play
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* (Note: I actually saved a version with the helmet on)
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[[File:Example.jpg]]
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[[File:Creating a Prefab-3.jpg]]

Latest revision as of 20:03, 1 September 2017

Often, a developer will want to pregenerate a character, and place that pregenerated character into the scene. This is a simple procedure in DCS once you have the basics. Please note that this creates a customizable UMA that is generated on the fly. If you want a compact, unmodifiable prefab that is pregenerated, you'll need to use the power tools.


Create save location

First step is to create a place to store your character definitions. Characters are stored as recipes. For ease of use, we will store these definitions in resources.

  • Create a Resources folder if you do not already have one.
  • Create a folder inside the resources folder, and give it a name. We'll name ours CharacterRecipes

Create and save the character

  • Start up the "UMA DCS Demo - Simple Setup", and design your character:
    • Add wardrobe items
    • Set colors
    • Change DNA
  • Select the UMADynamicCharacterAvatar in the scene Hierarchy pane
  • Select "UMA/Load And Save/Save DynamicCharacterAvatar(s) Text (optimized)" from the menu, and save your character to the CharacterRecipes folder we created above. In this example, I named the character "Dwarf":

Creating a Prefab-1.jpg

Create the prefab itself

  • Open the "Load/Save" options on the UMADynamicCharacterAvater in the scene (the one you just modified).
  • Set the "Load Path Type" to Resources.
  • Set the "Load Filename" to the name of the character we saved (in this case, "Dwarf")
  • Drag the UMADynamicCharacterAvatar into your project to create a prefab, and name it.


Creating a Prefab-2.jpg


View your handiwork!

  • Stop the playback of the scene, and drag the new dwarf prefab into the scene in several places, positioning and rotating as needed, and press play
  • (Note: I actually saved a version with the helmet on)


Creating a Prefab-3.jpg