Product Chat / Game Guru And Fuse

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JackalHead
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Posted: 21st Feb 2017 15:28
Just my 2 cents, but while I do like fuse and sort of like mixamo. I think its crazy for a company to base there custom character importation on some other companies software and or software created by 3rd party which you have to purchase in order to use said software. I'm hoping that this is not the case and that you the devs are planning on adding a built in importer for custom animation in GG itself. What concerns me is Adobe, you never know what there going to do with a product. One day it can be free to rig etc and the next there wanting 20 to 30 dollars per model for each fuse character. Not to mention them removing support for certain model formats. As they did recently. It also looks like your going to have to have a create cloud membership in the future to use fuse. This is not going to be cheap. I dont even pay 15 dollars a month to play mmos any more, I'm not about to pay 44 a month to make custom characters.

Creative Cloud All Apps
Includes Fuse, Photoshop, Illustrator, InDesign and more.
US$49.99/mo

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"So let it be written; so let it be done." Account got messed up with introduction to steam. I am Jackal
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Belidos
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Posted: 21st Feb 2017 15:54 Edited at: 21st Feb 2017 15:55
No they're not planning any character importer from any software. People have been missreading something Lee posted, he's not going to be showing us how to use GameGuru to import a fuse character, he's just going to be showing us a way to get Fuse characters into GameGuru using 3rd party software.

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synchromesh
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Posted: 21st Feb 2017 16:05 Edited at: 21st Feb 2017 16:12
I have noticed that other game engines on steam Leadwerks, S2 engine also like to like import fuse characters and although they may already have stable importers they are likely to be in the same boat ...
In fact quite a few tutorials out there on how to import FPSC \ GG characters into Leadwerks as most others officially come with just a couple of characters at most ... I think we are pretty lucky to have the amount GG gives out of the box compared to others ..

Also one thing we do have that these do not is our own character creator .... Although a bit limited at the moment it could be developed into our own little version of fuse
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Belidos
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Posted: 21st Feb 2017 16:08
I would love it if the character creator could be expanded to even incorporate a quarter of what Fuse can do, it would be a huge selling point.

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JackalHead
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Posted: 21st Feb 2017 18:25
But at this point we still have to pay for 3rd party software for easy import. At least I say easy. I havent used FBxtogg because of the price. So I dont know if its easy or not.
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Belidos
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Posted: 21st Feb 2017 19:54
It's as easy as choosing a file and clicking two buttons (after rigging with mixamo of course)

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Posted: 21st Feb 2017 19:55 Edited at: 21st Feb 2017 21:04
Quote: "But at this point we still have to pay for 3rd party software for easy import. "

The tool is only to convert Fuse characters to GG ..that's what your paying for ... Its not an Importer..
It doesn't actually import FBX into Gameguru .... It converts FBX to .X for GameGuru if you really want the technical ins and outs..
Then you can save the .X and anims ready for GG
If anything its vice versa .... It imports the GameGuru anims into the FBX Fuse model ....
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JackalHead
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Posted: 22nd Feb 2017 00:10 Edited at: 22nd Feb 2017 00:31
I just got done watching the FBX2GG video and basically, yes its a converter/importer. It converts FBX via Fuse and Mixamo to GG. As long as your using the default GG animations. The only thing you have to do is just copy an fpe file.
"So let it be written; so let it be done." Account got messed up with introduction to steam. I am Jackal
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Jerry Tremble
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Posted: 22nd Feb 2017 00:42
Quote: "Does it create the FPE file etc? and make it GG ready? Or is it just a converter?"


It is simply a converter, and a damn good one I might add! It doesn't create an fpe, bitmap, etc. You still have to import it into GG the way you would normally do it. Many do it manually, I used to do that as well, but now I prefer to use GG's importer, which creates the fpe, bitmap, etc. I then go in and tweak things in the fpe as I prefer. I agree with your initial post about Fuse.

Quote: "What concerns me is Adobe, you never know what there going to do with a product. One day it can be free to rig etc and the next there wanting 20 to 30 dollars per model for each fuse character. Not to mention them removing support for certain model formats. As they did recently. It also looks like your going to have to have a create cloud membership in the future to use fuse. "


We don't know where they are going with it and it looks like, as you say, it will become a creative cloud product. Mixamo used to rig for free and then sell the animations (at least that's how I think they did it, I never used it back then even though I had it; I didn't want to spend that kind of money on animations either.) Right now, all those animations are free, and probably will be for most of this year, it looks like. I have been collecting as many as I can and rigging as many characters as I can. I have around 1000 animations each in bvh and fbx formats. I suspect the after "Preview Mode" is past, these things will cost some coin. Get them now!


It would be nice if TGC would take a little inspiration from Fuse in their character creator like Belidos mentioned. Facial and body morphs aside, the way the clothing mesh polygons are arranged allows for an infinite arrangement of textures to suit almost any clothing type, along with the use of substance and the multitude of material options that provides. I tried some of my own substances in Fuse, only to have it crash. Oh, well, there is still a lot to be created there anyway. We all want custom characters in our games, of course. No engine that I know of even offers a character generator. As for Adobe dropping UE4 support, it scared me a bit when I read it. Their standard fbx export still imports into UE4, so it's not that critical (although the texture looked a little off, but that might have just been lighting). It just means that if one of their characters doesn't work for you in UE4, they can just say, "Sorry, we don't support that."

I'm rambling now, I will stop.
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JackalHead
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Posted: 22nd Feb 2017 03:04
Yup Jerry, I see see them killing the free Steam Fuse and forcing you to buy cloud membership to use that fuse. No telling when, but it will happen.
"So let it be written; so let it be done." Account got messed up with introduction to steam. I am Jackal
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granada
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Posted: 22nd Feb 2017 03:25
I have just given up photoshop because of this yearly payment rubbish,great if you use it as a living but not just every now and then.from now on if I can't just by something up front then Ime not going to use it.no wonder there is so Mutch pirating going on.
(Cloud my backside)

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Jerry Tremble
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Posted: 22nd Feb 2017 03:52
"Software as a service" is fine for businesses, but for the casual user, it's not practical (nor affordable in many cases). I guess I'll just have to learn how to rig, lol. Useful skill, anyway.
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Belidos
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Posted: 22nd Feb 2017 05:13 Edited at: 22nd Feb 2017 08:43
I remember deluxe paint and deluxe paint 2, they were great, I remember seeing their example picture (the Egyptian mask) and thing wie I want to do that, never did though lol.

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synchromesh
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Posted: 22nd Feb 2017 11:00 Edited at: 22nd Feb 2017 11:01
From what I recall as well fuse was never always free .... Only the Rigging ... you still had to pay for the software and the character you created... Sounds like its just going back to the old way
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JackalHead
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Posted: 22nd Feb 2017 17:33 Edited at: 22nd Feb 2017 17:38
Yup, well luckily I know how to rig, so Il rig my own before I pay for Mixamo or Fuse. I suck at animation though. Thats the only thing I liked about Mixamo. Its just getting custom rigged into GG thats a pain. I personally would of rather seen custom animation import added to GG sooner then a building editor that I'l barely use as its to rudimentary. I hope its added soon.
"So let it be written; so let it be done." Account got messed up with introduction to steam. I am Jackal
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granada
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Posted: 22nd Feb 2017 17:39 Edited at: 22nd Feb 2017 17:40
Going to use Gimp now with the dark theme,better for my old eyes.

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DVader
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Posted: 22nd Feb 2017 21:01
Quote: "I still have a working Amiga 1200 with Deluxe Paint 5 on it."


I have as well, although I haven't powered it for many years. Not even sure how I'd connect it to a TV these days. Deluxe Paint is still my favourite paint package, despite not having used it for many years, although I'm sure much of that is rose spectacle talk I do miss colour cycling though, it was a great way to animate things cheaply on the Amiga and other 16-bit systems. The waterfall level on Shinobi for the Megadrive for instance, was only a colour cycle effect, but really impressive none the less These days you would have to actually animate the sprite with different frames to get the same effect, which is a memory hog in comparison.


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3com
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Posted: 22nd Feb 2017 21:25
Not good news about fuse so, just now than Lee is getting nice AI pathfinding work.

I've tried fuse times ago till I get being fprce to get some adobe id and so forth.

Fuse/mixamo stuff, anims etc are quite nice, anyway here the main goal is to get AI to navigate high levels, which chases the player there wherever he goes. Good work Lee.

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Jerry Tremble
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Posted: 23rd Feb 2017 00:22 Edited at: 23rd Feb 2017 00:28
It would be nice just to be able to auto-rig the .obj that can be exported from Fuse and save as .x. Cut Adobe out of the process altogether. I might consider attempting something like that but I can't even activate any of my copies of DBPro anymore. It gets no response from the server. And I'm not really a programmer anyway.


EDIT: Rafhalzer? Bored of the Rings? There's your $100 upgrade to FBX2GG, lol.
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LeeBamber
TGC Lead Developer
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Posted: 23rd Feb 2017 09:36
We have open sourced the DBPro language and a release binary is available that compiles okay here: https://github.com/LeeBamberTGC/Dark-Basic-Pro
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arfur9
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Posted: 23rd Feb 2017 09:55
Quote: "We have open sourced the DBPro language and a release binary is available that compiles okay here: https://github.com/LeeBamberTGC/Dark-Basic-Pro"

I've been playing with DarkGDK.NET and import export using AccuTrans 3D but the guy's head must be on another planet, his dll is £2000
I have got it working with C# and most formats to GG friendly X
Jerry Tremble
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Posted: 23rd Feb 2017 12:52
Quote: "We have open sourced the DBPro language and a release binary is available that compiles okay here: "


Thanks Lee, I knew you had done that, but I had lost track of where that was. I haven't touched DBPro in 3 or 4 years (since some time before the first Reloaded beta). It will be fun to try something beyond anything I've ever tried before.
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DVader
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Posted: 24th Feb 2017 21:17
AGK is pretty good as well


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