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DK UMA Editor Presentation

Discussion in 'Works In Progress - Archive' started by Vyemm-Boopi, Jan 20, 2014.

  1. Vyemm-Boopi

    Vyemm-Boopi

    Joined:
    Nov 1, 2012
    Posts:
    34
    Q - What is the Deadly Kit ?
    A – The DK is a complete solution composed by an ensemble of Modules, to provide a complex structure to build on.

    Q – What kind of aspect of a game could be covered ?

    A – At the current state of design, the DK solution could took care of the character's creation, the 3D models also the artificial intelligence and behaviour.

    Q – The first Module, DK UMA Editor is about to be on the release version, what can we reasonably expect about the first element ?

    A – The DK UMA Editor is a tool to manipulate almost any aspect of a Humanoid model. It is designed to be used regardless of any coding skill, it is a complete user interface with the strong support of some Editor's windows and a lot of auto selecting routines, for the model's elements, textures, races and almost anything able to personalize a character's model.

    Q – That looks great ! You might be able to show us how it is working ?

    A – Yes, I am ! It is working perfectly, at the moment, it needs a hard experimentation to see how far it could be able to handle the various possibilities offered by a worldwide opened project, but, it is working fine :)

    Q – Yeah, that's good, but, could you explain to me how it is working ?
    A – Of course, first of all you need to feed your Slots, Races and Overlays the way explained by Fernando Ribeiro, the creator of UMA, in the various Tutorials he provided for us.
    Then, the DK UMA tool takes place. The Editor is totally guided by comments about almost all the aspects of it. You first need to make your UMA content and libraries to be recognized by the Editor.
    You can use the first tool offered by DK UMA, the expression process, to automatically configure your elements to be ready for DK UMA.

    Q – Cool, could you be more precise ?
    A- Preparing your own auto detect process by feeding the expressions list with your own ones will save you a strong amount of time. You also can manipulate the elements individually, to be more precise about it. In fact, you can manipulate any aspect of your libraries and models, just take care of what you are doing and take time to study the examples for the Human races, the Orc Races (maybe elves) offered to you by the DK UMA Editor's creator.
    Maybe that looks a bit like a huge stuff, but all is explained in the Editor …

    Q – You are speaking about Races, to personalize your models, how could you make it possible and for what purpose ?
    A – The DK UMA aspect about the various races is regarding the appearance of the models. The Editor offers to you to create and set up any race with or without any limitation. You can handle the colours, the morphology and equipment. That is why Fernando creates the Human race for UMA and Vyemm sets up the orcs and the elves with DK UMA. It is just a question of parameters, visually usable in the DK UMA Editor. It is possible using the various presets creation tools of DK UMA, about colours, morphology and equipment (Slots).

    To be continued
     
  2. Deleted User

    Deleted User

    Guest

    Can you stop using my assets in your promo images please. I sent you an email about it. Thanks.

    Email:

    willbartwork@gmail.com
     
  3. Licarell

    Licarell

    Joined:
    Sep 5, 2012
    Posts:
    434
    Are you going to integrate morph adjustments as well so we can bring in a race with morphs to build onto the uma pipeline...