Third Party Tools / fuse 1.3

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Tarkus1971
Audio Media Maker
9
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Joined: 24th Feb 2015
Location: England, UK
Posted: 20th May 2015 11:45
just seen fuse 1.3 on deal in steam
http://store.steampowered.com/app/257400/
is this compatible with GG.
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Pirate Myke
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Joined: 31st May 2010
Location: El Dorado, California
Posted: 20th May 2015 12:56
It is a character rigger and animator, correct? if it will export to x file then it could be useful.
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Emrys
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Location: UK
Posted: 20th May 2015 13:41 Edited at: 20th May 2015 13:42
Yes it's possible to get it to work with GG but the polycount is too high for GG as it stands, I believe they're adding Lod in v1.4 which will help.

The next issue is that you have take the model in to several programs to make modification and conversions before getting anywhere near GG.

The finial issue is all the textures that fuse creates your better off leaving them as PNG and leaving the FPE texture details blank. If you change the textures to DDS you will have to reassign them all to the model.

So as it stands I wouldn't bother at this stage it would be easier to learn how to model your own character after all that messing about. As Fuse is aimed more at Unity & UE4, GG will struggle with it but as GG & Fuse evolve it could work a treat in the future.

HTH


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Tarkus1971
Audio Media Maker
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Joined: 24th Feb 2015
Location: England, UK
Posted: 20th May 2015 14:05
thanks for the advice everyone
Aftershock Quad Core AMD FM2+ 3.5 GHz 8GB Motherboard and Processor, A7700k apu, AMD HD7870 gfx card.
King Korg Synth, Alesis SR18 Drum Machine, Akai MPX8 sample player, Roland Fantom XA Synth, Axus Digital AXK2 Digital Drum Kit.
frostyshield
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Location: UK
Posted: 23rd May 2015 18:44
I have to ask, why would GG alone struggle where unity and all the others wont? As far as I knew no engine really supported fuse or am I wrong?
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raymondlee306
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Joined: 24th Oct 2009
Location: Ohio
Posted: 24th May 2015 00:46
I use fuse for my own characters in UDK. I have not tried it with GG yet as I have been waiting for the character import process to get a little more documented so I'm not wasting as much time with trial and error. I use Maya LT for the FBX and rigging then convert it X format with Ultimate unwrap pro.
Stefos
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Posted: 2nd Jun 2015 08:35
Adobe has taken Fuse over and for now is offering Fuse 1.3 for free ! if they have not changed the pricing on Steam then goto their website and download the software. https://www.mixamo.com/fuse

They are now calling it Fuse Preview which is a little worrying to those who have just bought the software before they made it FREE !!!
http://soul-reflection.com/images/master1_0001.jpg
raymondlee306
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Joined: 24th Oct 2009
Location: Ohio
Posted: 4th Jun 2015 01:53
That does look legit. Good thing I got mine on a really good special and only spent $20 on it. That was over a year ago so definitely got my moneys worth I guess.
Gtox
3D Media Maker
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Joined: 5th Jun 2014
Location: South Africa
Posted: 5th Jun 2015 19:03
It was on special a few weeks ago and quite a few people bought it, which must be annoying for them.
DJFuego
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Joined: 5th Jul 2015
Location: UK
Posted: 12th Jul 2015 17:19
Adobe has aquired Fuse now. Be prepared for the famous Adobe cloud licensing platform.
Bored of the Rings
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Joined: 25th Feb 2005
Location: Middle Earth
Posted: 12th Jul 2015 22:11
I managed to get one of my own characters that I designed in Maximo Fuse 1.3. Instead of using the auto-rigging feature on their website, I setup a skeleton exactly the same as GG character skeleton e.g. the Wizard using Fragmotion. Applied the wizard animations using Animer and imported into GG as 3rd person. Although not perfect and needs some tweaking it did work ok.
Pirate Myke
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Joined: 31st May 2010
Location: El Dorado, California
Posted: 19th Jul 2015 02:29 Edited at: 19th Jul 2015 15:36
Yes, it appears to be very fee sable to get characters using this program. Checking it out myself right now.

Well, I have have worse on the first shot. Some little FBX quirks coming into max, but not a show stopper.

I will work on this some more. I can see this making it into my workflow.



Mostly, I removed the texture call and shader call, because they are multi textured at the moment. Taking care of that alone and combining the maps, and moving the mesh uv's to match, will take about an hours worth of work, and then put the texture call back, and the shader call. and this should be a done deal.

Time will tell.....
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