3rd Party Models/Media Chat / some models ive been making for my games using fuse

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Honkeyboy
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Posted: 2nd Jul 2016 15:51
Ive imported these to GG from fuse and i think they came out quite nicely from left to right Vampires, elves and Modern. All except the dancers have GG animation sets.

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Belidos
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Posted: 2nd Jul 2016 17:28
We just need Raf to add atlas textures to FBX2GG and we'll start seeing more characters available in the store

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Honkeyboy
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Posted: 3rd Jul 2016 11:52 Edited at: 3rd Jul 2016 11:54
Carnt sell these tho m8 for fuse made characters you are free to use them in your own games but not sell individually from what ive read you are cool to use autodesk ones and free to sell them, although i need to Find something to reduce the bone count as my modelling editor doesn't support fbx, maybe convert them to obj and back again shame you carnt do that one in FBX2GG maybe something to be added (would be nice) anyways just did these three all working in GG fine my merc vendor, m shopkeeper and my first bash at a Rogue Trooper ( got shades on as its hard getting the eyes to glow white) do we need atlas textures? FBX2GG imports the fbx ones fine without any errors and they see to work fine in the editor and in game.
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Belidos
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Posted: 3rd Jul 2016 15:19 Edited at: 3rd Jul 2016 15:21
Quote: "Carnt sell these tho m8 for fuse made characters you are free to use them in your own games but not sell individually"


Never said anything about Fuse characters mate, it' an FBX2GG converter, not a Mixamo2GG converter :p

FBX2GG will also be a great asset for people who can create characters in modelling programs but aren't able to animate the, as long as they use the same naming conventions that Fuse uses for their bones and create them with a t-pose, then FBX2GG should work and convert them fine.

Most FBX characters, in fact most characters created in modelling programs end up with multiple textures because different limbs are different objects within the model, and it's a right royal pain in the ass to UV unwrap them into one texture, so people tend to go with multiple textures. The reason I said "if Raf can add a convertor for atlas textures we'll start seeing more characters in the store" is because this software will allow modellers to create characters with single textures without the added hassle of trying to convert it to atlas themselves.

It makes the whole process of modelling and animating characters so much quicker and easier for all users.

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Belidos
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Posted: 3rd Jul 2016 15:24 Edited at: 3rd Jul 2016 15:25
Also i'm pretty sure you can sell Fuse generated characters, as the new Fuse actually has a feature that allows you to sell the ones rigged for gary's mod directly on the steam workshop, although that may only apply to gary's mod rigged models, i'm not sure, their EULA is a mess.

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PartTimeCoder
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Posted: 3rd Jul 2016 19:38
how do the fuse characters fair up against typical GG characters in poly count?
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Belidos
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Posted: 3rd Jul 2016 19:48
It depends on the character and how much you decimate it.

If you find it's too high poly count you can go to mixamo.com/decimate (before you add anims), upload the FBX, and use that tool to reduce the poly count.

So, yeah it fairs a lot better than the GG characters because you can pretty much choose the level (not the quantity) of poly's it has.

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PartTimeCoder
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Posted: 3rd Jul 2016 19:59
oh rite even better, I may have to add that tool to my wishlist, waiting for the update first though there will be plenty in there to keep me busy for a while
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Belidos
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Posted: 3rd Jul 2016 20:10
Quote: "I may have to add that tool to my wishlist"


It's a web based tool, no downloads, so easy to use.

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PartTimeCoder
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Posted: 3rd Jul 2016 21:20
ah no I meant FBX2GG on my wishlist, its results are worth the cost I'm just not sure I actually need it, want it yeah sure, but need I will decide after I's seen whats in the update.
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Honkeyboy
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Posted: 4th Jul 2016 19:09
Its worth having without a doubt m8, you can import the fuse models with either stock GG animations or custom ones which im using for dancers and shops as i just want them to animate as to what they are doing e.g dancing or say just using a till/computer etc

@ Belidos yeah its a pain i just copied the whole character folder from my folder to the standalone and the textures worked fine but un encrypted not that that matters at this stage.

For the fuse characters i decimate 75% and they seem to look fine, i'll maybe try to better that later, the autodesk ones will load up but the fingers push the bones over the limit for GG shame they havent done what mixamo have and had chain 2 or 3 fingers which simplifies things alot
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Belidos
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Posted: 4th Jul 2016 20:20 Edited at: 4th Jul 2016 20:23
Quote: "the autodesk ones will load up but the fingers push the bones over the limit for GG shame they havent done what mixamo have and had chain 2 or 3 fingers which simplifies things a lot"


Use the following settings when you generate characters in Autodesk.



Autodesk characters work perfectly fine in GG with the GG animations, in fact they work better than Mixamo Fuse characters as their arms are the right length for the animations, and you don't end up with crossed wrists. The only issue I've had so far is they use true black in their pallet, and GG interprets true black as transparent, so you need to put the texture through a paint program and screen the true black with an off black (10,10,10 works well).


i5, NV960 2GB, 16GB memory, 2x 2TB Hybrid, Win10.
i3 , Intel integrated graphics, 6GB memory, 512GB Generic SATAIII Win8.1.
Intel Celeron (duel Core), Radeon integrated graphics, 4GB memory, 180gB Generic SATAII, WinVista.
Q6600, Intel integrated graphics, 8GB memory, 512GB Generic SATAII, Win7.

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Honkeyboy
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Posted: 4th Jul 2016 20:38 Edited at: 4th Jul 2016 21:37
Ok think mine was the same as that but could be wrong, cheers m8 will check it out when i get the current issue sorted

Edit well there you go as you said m8 it does work very weird as i thought GG max bone support was 65 this one has 90 something but the proof is in the pudding
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Belidos
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Posted: 4th Jul 2016 22:23
Ignore what it says in FBX2GG, I think that calculates bones and joints together, you'll find there's actually around 31 bones in the models.

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Belidos
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Posted: 4th Jul 2016 22:37
Also for some reason some models from ACG crash FBX2GG when you try to save them out, if that happens try generating the same model again but changing the geometry to triangles.

i5, NV960 2GB, 16GB memory, 2x 2TB Hybrid, Win10.
i3 , Intel integrated graphics, 6GB memory, 512GB Generic SATAIII Win8.1.
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Honkeyboy
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Posted: 5th Jul 2016 14:59
I did notice some do crash, but if i rebuild them using more stock bodies it seems to work as well, here's two autodesk ones i now have on Earth (Dropzone2150) also i have some humanoid service droids that have malfunctioned anyways here's one of Earths new problems Android Assassins

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