Product Chat / Importing Fuse characters to GG

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AmenMoses
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Posted: 24th Feb 2017 22:16
So I've been trying to import Fuse characters into GameGuru, can anyone see from the video what I'm doing wrong?



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Earthling45
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Posted: 24th Feb 2017 22:31
Quote: "can anyone see from the video what I'm doing wrong?"


It seems your missing a Michael Jackson

Man, i really enjoy this. Hats off to you AmenMoses.
AmenMoses
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Posted: 25th Feb 2017 01:25
Actually I'm finding the work-flow to be very hit and miss, from the 6 characters I've created in Fuse so far only two have made it to GG. The FBXTOGG tool just seems to crash on the others with no clue as to why it happens.

I'm using the same decimator values for each model, the same texture sizes and the work-flow is identical but some work and some don't.

The ones that do work are great fun, as you can see from the video, but it is frustrating not knowing why the others fail.
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devlin
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Posted: 25th Feb 2017 01:49 Edited at: 25th Feb 2017 02:02
lol love it. would love the script for that,
how did you sync them together ?.
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Earthling45
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Posted: 25th Feb 2017 02:38
Quote: "The FBXTOGG tool just seems to crash on the others with no clue as to why it happens."


What i really miss is some Germanic Celtic characters in GG.
A few months ago i've made a few characters with fuse, among those a very big guy with black paint.
Tacitus wrote about Romans having shivers when they heared dark low growls while they were unable to see the Germanic warriors at night due to the black paint.

But i haven't bought FBXTOGG yet due to my low income, so i wouldn't know why some characters fail.

Jerry Tremble
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Posted: 25th Feb 2017 03:09
LOL, I have those animations and thought about doing exactly the same thing, just hadn't gotten around to it! Nice job, as always! You said you are using the same decimator values for each model. Do you mean percentage? Because 22,000 polys is the max or FBX2GG will crash. It usually lets you know though before it does. Most models I make need different decimator values. I use the calculator all the time to figure out the max percentage I can get away with.
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synchromesh
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Posted: 25th Feb 2017 08:40
Wow ... Now that must have taken some work ...
Outstanding !!
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AmenMoses
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Posted: 25th Feb 2017 09:46 Edited at: 25th Feb 2017 09:51
The FBX2GG crashes I'm getting are when importing the FBX animations, usually the 3rd or 4th set. I get the usual "this may take a while" message then the windows "application not responding" window pops up. The latest character with which this happens is 7174 polys and 3770 vertices.

Script attached but it probably will only work on the Beta release as it is using Lee's new commands. (and it won't do an awful lot without the music and characters )

Edited to add picture, now have three working!
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lordjulian
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Posted: 25th Feb 2017 10:11
Brilliant.
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Bored of the Rings
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Posted: 25th Feb 2017 10:21
DBPro apps tend to crash if an operation is being performed on something that doesn't exist e.g. a GUI gadget . that's just one example.
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AmenMoses
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Posted: 25th Feb 2017 10:45
Might have figured it out, the failing ones all seem to have more than 8 objects, beard and moustache are two objects so I'm reworking them to get the object count down to 8 to see if that cures it.
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AmenMoses
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Posted: 25th Feb 2017 11:23
Nope, that theory demolished, doesn't seem to be related to the number of objects.
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Ertlov
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Posted: 25th Feb 2017 11:24
Which Shader are you applying? And do you use the standard texture set?
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Honkeyboy
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Posted: 25th Feb 2017 11:42
With fuse m8 i tend to just decimate at 75% never have any problems with those, autodesk CC dont usually need decimation, Make Human is another story, but i mainly use stock full range GG anims, i did do some of the thriller fbx anims on the imps but those were single ones, im relooking into it atm as i need the new super heros to fly and i dont think GG has an animation for that. As for beards and moustashes m8 don't bother your just cranking up the poly's just draw em on after your all set up. Also m8 just a quick tip make sure your Fuse character arms are -42-45 otherwise FBX2GG etc tends to kick off as the arms are too long for guns etc. Hope that helps
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Posted: 25th Feb 2017 11:57
Got them all in finally! Just kept at it with different decimation values until they worked.

Don't know anything about shaders or textures, I just followed the instructions in the FuseModel.txt file that Lee provided.

I've noticed that the arm length and also torso 'stockiness' factor makes some animations look downright weird but as they are just dancing it doesn't look too bad.

Does anyone know if there are any extra content packs for Fuse? The male zombies in particular are a bit boring.

Anyhow I'm going to go create another 6 characters to complete my dance troupe.
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Honkeyboy
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Posted: 25th Feb 2017 12:07 Edited at: 25th Feb 2017 12:12
Yes m8 theres a brute content pack on steam just type in fuse in search you'll see it, i have made a backpack and a cape to import into beards the cape im using for the super hero's atm works well and also have a longer one but it clips abit, backpack works well, oh and a sci fi jetpack which works currently adding super hero sytle gloves but they are taking some adjusting to get right. If you have a request i can try to make that item up for you
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Posted: 25th Feb 2017 13:31 Edited at: 25th Feb 2017 13:37
There are also a couple content packs on the Unity website. They were free some time ago, one was a cop and the other was a doctor's outfit. I downloaded them some time back. I don't know if I still have them around.

They are still in the Unity Store:

https://www.assetstore.unity3d.com/en/#!/content/19171


https://www.assetstore.unity3d.com/en/#!/content/24368


Also, for $20, some utility worker clothing:


https://www.assetstore.unity3d.com/en/#!/content/32926
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Honkeyboy
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Posted: 25th Feb 2017 13:44 Edited at: 25th Feb 2017 13:48
You can make your own m8 just download the content creation pack, tbh tho i find it easier to just make a model export it out as an .obj and it imports straight into Fuse (you do have to fiddle around with height etc fuse CC now has the doc and cop outfits in as default. but i prefer 1.3 as you get the brute packs so what i did was download both and any outfits missing from 1.3 i just copied across i would recommend fuse 1.3 (steam version) though as its faster and actually seems to have more in it tbh. What make me laugh tho is in FuseCC they have put shorts, undies on the characters? they dont have anything to cover? lol and i do tend to download them naked as when you paint over the skin directly it gives a nice spandex style bodysuit effect .
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Posted: 25th Feb 2017 15:59
@AmenMoses.

Man you are very talented. i can just sit and smile, people like me will never get to the point were you are,
im working 12 hours a day and only have after 7 at night some time to play around with game guru, and then i am not so young no more, so its sometimes frustrating to want to do stuff and them you do not even now were to begin,
but again im taking my hat off to you, hope i can some how along the line figure out how to start to just even create an character and import it into gg , it dont even have to move, it would be an big accomplishment for me to just get that done. lol

im no programmer, no 3d artist, no modeler, just someone loving games and try to make one, and enjoy every second of my time here,

Ps: maybe someday some one wlil make a step by step video how to do it.

Thanks again AmenMoses you have put a smile on my face.
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Posted: 25th Feb 2017 16:51
Later or soon I should back to fuse, and better soon than later, because the bad news about fuse.
I'll need some char for my maze.

Great job AmenMoses!

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AmenMoses
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Posted: 25th Feb 2017 17:34
Lee is going to do a twitch video I believe, once the new commands are publicly released, not sure if he will cover the whole process or just the importing into GG but you will need the tools to go along with it if you want to do the same. As I said I just followed Lee's text instructions and it was all pretty easy just darn fiddly and repetitive, especially if the models don't work first time.

The flakiest part seems to be the importing of FBX animations in FBX2GG, I have got into the habit now of only having a few animations per character, the whole 'thriller' sequence is 5 sets adding up to almost 3500 frames and that's pretty much all my characters can do!

Have 8 characters now, I'll post the entire thriller sequence once I've completed the troupe.


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PCS
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Posted: 25th Feb 2017 17:44
were do i get Lee's text instructions ?
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Posted: 25th Feb 2017 17:59
They are in the entity bank/user/fusecharacters directory on my machine but that is the Beta release, not sure if they are in the public one yet.
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AmenMoses
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Posted: 25th Feb 2017 20:29


Nine dancers now ... phew this is a slow process..

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Jerry Tremble
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Posted: 26th Feb 2017 01:20 Edited at: 26th Feb 2017 01:25
Quote: "The FBX2GG crashes I'm getting are when importing the FBX animations, usually the 3rd or 4th set. I get the usual "this may take a while" message then the windows "application not responding" window pops up. The latest character with which this happens is 7174 polys and 3770 vertices."


I've had that occasionally, but usually just restarting FBX2GG makes all well. Now, thank you, (so far today, anyway) I have one model that crashes FBX2GG every time I try to load (GG) animations, and one that gets through FBX2GG alright, but crashes GG! I have no idea why! BTW, the video is great!


EDIT: I just noticed: WE ARE PORTSMOUTH!!! LOL
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AmenMoses
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Posted: 26th Feb 2017 15:55


Can't believe I've just wasted an entire weekend on this.

At the end of each animation sequence I have to move the character (the new MoveWithAnimation command isn't working fully yet) so the sequences add together properly, I've tried all sorts of things to try and get the movement to be invisible to the eye but no joy so far, not sure I can be bothered to spend any more time trying to fix it.
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Jerry Tremble
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Posted: 26th Feb 2017 16:02
Quote: "Can't believe I've just wasted an entire weekend on this. "


I'd say it was a weekend well spent, LOL. I laugh every time I watch it. It's fantastic, and I think you may have unintentionally come up with a new gaming genre: The video game musical!
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Bored of the Rings
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Posted: 26th Feb 2017 16:24
Hope u guys are aware that if fbx2gg crashes you can reload from rtemp folder
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Posted: 26th Feb 2017 16:35 Edited at: 26th Feb 2017 16:35
I believe I've solved my crash issue. I was pushing the characters as close to 22000 polys as I could (21956 to be exact). When I decimated just a little more (<21500), the crashes went away in both FBX2GG AND GG. Which tells me the max poly count isn't exactly 22000. (Always seemed like an arbitrary number to me)
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AmenMoses
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Posted: 26th Feb 2017 17:31
I ended up going with a lower bone count, at 65 bones lots of crashes, less than 50 no crashes, the policewoman character only had 30 something bones.
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Posted: 26th Feb 2017 17:38
Very cool
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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Gtox
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Posted: 26th Feb 2017 17:49
@Jerry Tremble - I've had issues with models as low as 12000 polys, so it may be the tri count.
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Posted: 26th Feb 2017 18:15
Quote: "Can't believe I've just wasted an entire weekend on this. "

I think its one of the best things I have seen in GG ..... Really amazing work ..
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: 26th Feb 2017 18:36 Edited at: 26th Feb 2017 18:43
Quote: "- I've had issues with models as low as 12000 polys, so it may be the tri count."


When I say polys I actually mean the tris. Ultimate Unwrap counts them two different ways. Upon import it will say "12,000" polygons, but if I look at object info, it will say "23,000" polygons, which is the actual triangle count, which matches the Fuse apps' polygon count. Anyway, yeah, I rig with like 30 something bones all the time, whatever the 2 finger chain is. Belidos said the 3 finger chain works better in GG, but I haven't actually armed any of my characters yet. I may switch to that rig from now on.

EDIT: Oops I take that back UU does call them triangles on the object info. It does, however, match Fuse's polygon count.
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Belidos
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Posted: 26th Feb 2017 18:56 Edited at: 26th Feb 2017 18:57
Quote: "Belidos said the 3 finger chain works better in GG"


Not so much better for GameGuru, but better for adding the GameGuru character animations, a lot of were animated with a three chain finger rig, do the animations in the hands will sit better on a 3 chain rig, which is 49 bones from Fuse (Lee mentioned that in an a mail some time back before FBX2GG came out when he was looking into some characters I was importing)

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Jerry Tremble
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Posted: 26th Feb 2017 19:17
I see, thanks! I just tried to arm one and used the ai soldier script and discovered that's not working right at this time (beta). I will use the 3 finger chain anyway from now on as I do use the GG anims.
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Belidos
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Posted: 26th Feb 2017 19:21
Quote: "I see, thanks! I just tried to arm one and used the ai soldier script and discovered that's not working right at this time (beta). I will use the 3 finger chain anyway from now on as I do use the GG anims."


You might want to stick with 2 chain at the moment, I just tried converting a character with a 3 chain with fbx2gg, now mixamo says 3 chain is 49 bones, yet fbx2gg says there are 68 and crashes when you try to convert it, this is quite recent (and probably at the mixamo end) because all my chars I've imported until recently have been 3 chain.

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Posted: 26th Feb 2017 19:58
@Amenmoses brilliant absolutely brilliant not laughed like that in a long time

Can you make the HUD invisible? always wondered about that for my cut scenes
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Posted: 26th Feb 2017 20:03
Couldn't figure out what to do with this fella, his names Brutus, so I'm giving him away so others can play.



I've listed all the animations he has in the lua script, mostly boxing animations so I'd be tempted to stick him in the ring with a twin and script them to have a good old punch up.
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AmenMoses
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Posted: 26th Feb 2017 20:07
Yep you can hide the hud but I prefer to leave it ion so everyone knows it's GG.

Brutus is 85 bones btw!

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Belidos
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Posted: 26th Feb 2017 21:56 Edited at: 26th Feb 2017 21:59
How are you getting him into gameguru? everytime I try to add a character with more than 65 bones GameGuru crashes

Edit: Just checked in fragmotion, he has 69 bones.

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AmenMoses
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Posted: 26th Feb 2017 22:08 Edited at: 26th Feb 2017 22:18
FBX2GG said it was 85, mind you none of the apps seem to agree on counts for anything else so why should bones be any different.

Is there any way of taking the GG character creator generated models and giving them the animations needed for 3rd person? In my moonlander level I now have an astronaut who thinks he has a gun and is jumping over invisible fences.

Attached the FBX2GG panel, bit confusing, does the 'total bones', which now says 84, refer to the FBX model and the lower panel to the re-rigger GG model? Or is the lower count only the bones included in that particular animation?

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Belidos
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Posted: 26th Feb 2017 22:18
Quote: "FBX2GG said it was 85,"


Yeah FBX2GG's count is a little wonky, I loaded it into frag motion and physically counted the individual bones, it has 69 including the root bone and a control bone.

As to character creator characters, I don't think so because they're not whole characters, they're pieces stitched together via the fpe.

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Posted: 27th Feb 2017 15:49
so cool great work. we will soon have the guru factor.
or x guru factor, just need a simon cowll now,
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Posted: 3rd Mar 2017 11:05
Quote: "Attached the FBX2GG panel, bit confusing, does the 'total bones', which now says 84, refer to the FBX model and the lower panel to the re-rigger GG model? Or is the lower count only the bones included in that particular animation?"


84 - number of bones in character after re-rigging FBX. To the FBX skeleton program adds HOLSTER and FIRESPOT bone.
52 - number of animated bones.

I opened Brutus in Fragmotion and bone total is 84 - look at attached screenshot.

Tools for FPSC and GameGuru - ANIMER, MENDER, FBX2GG

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AmenMoses
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Posted: 3rd Mar 2017 11:59
Thanks for that, one day I will have to learn what all that means.

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Posted: 5th Mar 2017 02:33
I love it, Amazing work Amen, and thanks SO much for sharing!
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ASUS ROG G20- Desktop Intel Core i7-6700 -3.4Ghz - 16GB Memory - NVIDIA GeForce GTX 970-4GB - Windows 10 64bit
PM

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