Product Chat / Fuse support?

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DVader
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Posted: 11th Feb 2017 17:30
It seems the next version of GG will have fuse support from the progress thread. Great news! Well I assume so from the post, no mention of using converters or such anyway I actually paid for it ages ago, so was unaware it is free now. This will help GG a lot I think.


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Earthling45
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Posted: 11th Feb 2017 17:46
I've got many characters ready in fuse so this is certainly welcome
Jerry Tremble
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Posted: 11th Feb 2017 18:24
I wonder if it will incorporate something like fbx2gg (wonderful program, btw).
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Belidos
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Posted: 11th Feb 2017 19:15
I think you're probably reading too much into the post, he is probably mire likely going to make a tutorial on how to convert the models with third party software and bring them into gg.

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Honkeyboy
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Posted: 11th Feb 2017 19:39 Edited at: 11th Feb 2017 19:40
Adobe giving GG support? now that i'd like to see lol ;/ I do use Fuse a lot to make GG characters and use FBX2GG all the time, it has sprung me on to using Make Human, Blender (which isn't that hard when you get used to the shortcut keys) and now 3ds Max as well as a ton of other programs. Would I welcome direct fuse imports? yeah too right it'd springboard GG along massively is it likely ?.. Unfortunately doubtful I paid for fuse also
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3com
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Posted: 11th Feb 2017 20:03
Great news!
I hope GG dealing well with fuse char anims, maybe a connection between fuse and charkit, would ne nice too.

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synchromesh
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Posted: 11th Feb 2017 22:09
My take on it is that he has improved the visuals of the characters imported rather than any conversion process ?
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Jerry Tremble
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Posted: 11th Feb 2017 22:29
Oh, i thought maybe in his sleep (does the man sleep?) he may have resolved animated fbx import! Oh well, with the new better visuals and the ebe, Christmas has already come early this year!
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granada
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Posted: 11th Feb 2017 22:40 Edited at: 11th Feb 2017 22:41
A long time ago I pointed Lee to the assimp library

http://assimp.sourceforge.net/

That would be cool to help with different model imports

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AuShadow
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Posted: 11th Feb 2017 23:45
Pretty sure i read that he was improving the characters from fuse but they still had to go through decorator and fbx2gg first before going Into GG
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synchromesh
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Posted: 12th Feb 2017 07:31
From Lee's post ....

* NOTE: Above will allow Fuse Characters (via FBX2GG) to be imported with full shader effects
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Jerry Tremble
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Posted: 12th Feb 2017 14:22
Quote: " NOTE: Above will allow Fuse Characters (via FBX2GG) to be imported with full shader effects"


LOL I just read the very last update, not the earlier one, thanks!
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DVader
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Posted: 13th Feb 2017 18:15
Ah, yes. I didn't look at the list above, just the latest post. If only FBX2GG was a bit more automated, having to rename limbs seems a little much. I can understand there being an option for this, in case it's totally custom model, but for bipeds, surely a template could be used in some way? It would ease the pain of renaming all those limbs each time. I've never used it, but have watched the videos showing it in action and this renaming business put me off from day 1.


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Belidos
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Posted: 13th Feb 2017 18:19
Quote: " If only FBX2GG was a bit more automated, having to rename limbs seems a little much."


You don't have to rename limbs. If it's a Fuse character that has been rigged via Mixamo you just import it, select an option from the menu and wait, once its done processing its then GameGuru ready and you can add either the GameGuru animations or your own FBX ones and export t out. The only time you need to rename limbs is if you're trying to add an FBX character not rigged with MIxamo, to be fair the name of the tool is a bit of a misnomer, it should really be Fuse2GG, but their might have been copyright issues with that lol

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3com
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Posted: 13th Feb 2017 18:26
Quote: "It would ease the pain of renaming all those limbs each time"


Ignore how he has his app developed, anyway perhaps he can give a default name to each one, so you can work with default ones. Just my thoughts

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lordjulian
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Posted: 19th Feb 2017 01:58
I would like to see the GG character creator expanded and improved.
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Jerry Tremble
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Posted: 19th Feb 2017 03:55
Quote: "I would like to see the GG character creator expanded and improved."


I would, too! Fuse would be a great inspiration for it, though!
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Bored of the Rings
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Posted: 19th Feb 2017 11:34
Quote: " to be fair the name of the tool is a bit of a misnomer, it should really be Fuse2GG,"


I think the reason it was named FBX2GG was due to the tool being also able to convert AutoDesk Character Generator characters.
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synchromesh
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Posted: 19th Feb 2017 12:43
Quote: "I think the reason it was named FBX2GG was due to the tool being also able to convert AutoDesk Character Generator characters"

Also if its able to support other software later like " Make Human" for example then FBX2GG kind of covers any further additions
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lordjulian
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Posted: 24th Feb 2017 15:47
Not sure what all this is pointing to. We will need to create characters in Fuse and then import them to GameGuru? My concern is the new learning curve. I think I did have Fuse once but didn't get on well with it. Also, would there be any licensing issues with the makers of Fuse?
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Jerry Tremble
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Posted: 24th Feb 2017 15:57
Fuse is made for game character creation so there aren't any licensing issues. Of course, you can't give your creations away. also, Fuse is an option only. It is not the only method of character creation.
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lordjulian
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Posted: 24th Feb 2017 19:13
Thanks, Jerry.
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DVader
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Posted: 24th Feb 2017 19:55
Yeah, Fuse is just an easy way to get rigged cool characters without the pain of modelling rigging and animating manually. Make Human is okay as well, although the poly count is somewhat high on those models and you have to rig them yourself. I've only succeeded in importing statues yet though It's hard to find the time or inclination to learn all that is needed to make characters from scratch. At least for me.

It's a pity that the PC version of Make Human hasn't got the Mac options. It seems the Mac version is way better, even supporting lower poly meshes. I check it out now and again to see if the PC version had been updated to include more of the Mac options but not seen them so far. Clothing is an issue as well. I generally don't want naked NPC's running about in my games, so far anyway, lol.


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granada
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Posted: 24th Feb 2017 20:07
You can download lower poly versions in the pc make human, look under the topology tab you get different options there.

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Honkeyboy
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Posted: 24th Feb 2017 20:52 Edited at: 24th Feb 2017 20:54
You can also just download them Naked then paint the textures yourself in paint.net. If Make Human models are imported Naked they don't have the issue of the extra .obj clothing which is what hits the poly count The textures come with the model you just need to draw on the clothing.
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DVader
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Posted: 24th Feb 2017 21:11
Quote: "You can download lower poly versions in the pc make human, look under the topology tab you get different options there."


Cool, looks like it's been added or I missed it last time I checked, been over a year since I last tried it. I'll have to check it out again.

Quote: "You can also just download them Naked then paint the textures yourself in paint.net."


Still, really tight fitting clothing. Perhaps good for beach outfits I'm sure clothes wouldn't add too many polygons if the program allows you to export the shown polys only, as some programs can.


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