Product Chat / fuse docs

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shivers
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Posted: 2nd Mar 2017 15:46
hello
I want to try to import fuse characters but I have no instructions in my docs folder. All I have is regular import of characters. Is there any way I can get the instructions posted on here?


Thanks very much
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3com
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Posted: 2nd Mar 2017 15:58
hth

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Pirate Myke
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Posted: 2nd Mar 2017 16:19
In the Game Guru\Files\entitybank\user\fusecharacters Folder there is a text file that explains what to try.
FuseModel.txt
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synchromesh
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Posted: 2nd Mar 2017 17:00
Note ... You still need FBX2GG which converts the character to GG ready .... Its not an Importer ... just a converter
Then you have to manually do the rest as the docs state .....
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shivers
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Posted: 2nd Mar 2017 19:33
hello
Thanks for help I already purchased fbx converter hope I can do this. Because I have some fuse models I want to convert so hopefully I can understand how to make it work lol.
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Honkeyboy
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Posted: 2nd Mar 2017 23:21 Edited at: 2nd Mar 2017 23:32
Shivers make your fuse character, upload it to mixamo for rigging then download, depending on how much clothing you have on it you may need to decimate the mesh, Use mixamo decimator for this start at 25% and see if if loads into FBX2GG if it does your cooking if not try 50% etc until it does, once you have your model into, FBX2GG
1/Click edit : prepare skeleton for GG animations,
2/ click edit: import GG animations ,add full range of animations
3/ click edit: add GG animations to animation set
4/ Click File : save as directx with animation set
5/ save the textures to the same folder
6/ add the included FPE, change the name character to your model name, open the FPE and do the same for the line Model= "your model name" and desc "just the name you want to call it. ( I Just copy and paste the .x)
leave the textures line blank or make sure it is, as long as they are in the folder GG will pick them up.
This will work for 3rd person characters if you want it for npc's just use the uber soldier.fpe but change the same values in the fpe enjoy
P.s You can edit the Textures using any paint package you have to your liking just edit the diffuse textures and reload GG then they take effect
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AmenMoses
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Posted: 2nd Mar 2017 23:44
Decimate works the other way round, start at 80, then 60 etc. ?If you start at 25 and it doesn't work you will need to go to 20, then 15 etc but it will probably look rubbish by then.
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Jerry Tremble
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Posted: 3rd Mar 2017 00:02 Edited at: 3rd Mar 2017 04:01
Just divide the polygons of the Fuse mesh (In Fuse, View -> Show Poly Count). by 21500. (Not 22000, will fail sometimes; I use 21500 just to be safe, although, you could use 22000 at times). Round down to the nearest percentage in whole numbers. (I've never tried with decimal places.) This gives you the highest possible resolution.


EDIT: Actually, I meant the reverse, lol. Divide 21500 by the number of polys. Beer is amazing.
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Earthling45
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Posted: 3rd Mar 2017 00:06
I have a brutal question, is someone willing to convert some fuse characters for me? i can't afford FBXTOGG which is needed to get them to work
AmenMoses
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Posted: 3rd Mar 2017 00:40 Edited at: 3rd Mar 2017 00:40
The problem with that is that all the hard work (repetitive and damn frustrating) is in adding the animations in FBX2GG, your models in Mixamo may look great and you may have selected loads of animations but that is the easy-peasy bit! I've created a boxer character, added all the animations etc finally got it working in GG then went to create his opponent and am stuck adding the animations, FBX2GG crashes on about the 20th animation set, driving me bonkers it is.

Oh and I finally solved my thriller issues, simply changed the fpe to not a character and not a spine tracker, now I can move them around and animate without any annoying flicker but for some reason the animation speed needs to be doubled to make them animate with the music. GG, a mystery wrapped in an enigma ... etc
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Earthling45
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Posted: 3rd Mar 2017 02:03
Quote: "The problem with that is that all the hard work (repetitive and damn frustrating) is in adding the animations in FBX2GG, your models in Mixamo may look great and you may have selected loads of animations but that is the easy-peasy bit!"


Hmm, that is something i have yet to find out.

I'll wait till June, then i should have some money to buy the converter so it can drive me bonkers as well



Rafhalzer
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Posted: 3rd Mar 2017 10:18
If FBX2GG crashes try this:
In MView open „C:/rtemp / main_temp_meszka8925.x” and save mesh with the same name. Open FBX2GG and choose File / Restore after crash. The repaired file with previously imported animations is loaded and you can import next animation.
What is MView? It is a free mesh viewer from DirectX 9 SDK. It can fix errors in model mesh.
Link to MView:
https://www.dropbox.com/s/t1wrhjvcx09qb3c/mview.zip?dl=0
Tools for FPSC and GameGuru - ANIMER, MENDER, FBX2GG
AmenMoses
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Posted: 3rd Mar 2017 14:17
I'll give that a try.
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shivers
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Posted: 3rd Mar 2017 16:21
I m just going to do a simple person first with run walk jump and die. When i add animations in Maximo are these replaced with game guru animations in fbx. I didn't think game guru supports some of the animations. I would like to make a character that walks around and follows paths for my first attempt which be later on in the day. Hopefully I will have some luck. Also I noticed that the zombie lee used is not in game guru is this because he can't redistribute the model because of license issues or did he just think we would make our own?
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shivers
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Posted: 3rd Mar 2017 17:37
ok I am able to bring my person into fbx but it looks pixelated do I need to increase the decimation? or is it supposed to look that way?
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Belidos
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Posted: 3rd Mar 2017 18:12 Edited at: 3rd Mar 2017 18:55
Inside FBS2GG it always looks lower quality than it actually is, it's the way that it displays it because there's no shading, when you export it and put it in gameguru it will look better.


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Honkeyboy
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Posted: 3rd Mar 2017 21:18
Very true Belidos they do look quite bad before import lol, Shivers m8 if you just want them to walk around and do GG stuff just put on the GG animations but keep the fbx to work on, only a few people on here actually have got the hang of the FBX animations to date me not being one of them lol but i can get the characters to do most of what i need with the GG ones while i learn about the fbx.
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shivers
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Posted: 4th Mar 2017 19:49
I just wanted to say thanks to everyone for the help . I have been able to make this work and I love this Program the only thing I really have a question about is there anyway to load a character in game guru without having my weapon drawn? I would rather be able to draw it with a push of a button.
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World Class Multimedia
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Posted: 26th May 2017 20:35 Edited at: 26th May 2017 20:44
I bought fbx2gg and while it works perfectly for fbx animations, it does not find my character's UVs/textures, looks like a silouette in the software and exports a completely black mesh.

Before:



After:



Inside fbx2gg:



I cannot export the UVs or Vertex colors in UU3D since it changes the mesh and skeleton completely.

I can import the original fbx character into UU3D with all textures intact.

What can I do?

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Honkeyboy
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Posted: 26th May 2017 21:29 Edited at: 26th May 2017 21:33
I think primarily FBX2GG is for importing fuse characters to GG m8, what i have done before with some success is when you finish creating your character export it as an .obj, fbx, upload this to mixamo, usually all files in a folder as a zip, but sometimes picks them up without (trial and error with that) then let mixamo rig it and download it as an fbx. Then into FBX2GG and the textures will stick. The only other way i have got textures to stick on non fuse created characters is load them up in blender and export out as either .x or fbx (but if memory serves they also came out blank not too sure) then into GG hope that helps Best bet is run it through mixamo and check the results.
https://www.mixamo.com/
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granada
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Posted: 26th May 2017 21:33
Looks like your uv map is all over the place from tha screen shot .

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Honkeyboy
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Posted: 26th May 2017 21:35 Edited at: 26th May 2017 21:36
Think Mixamo sorts that all out Dave worth a look you might well be correct though does look abit wild and woolie :/
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World Class Multimedia
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Posted: 26th May 2017 21:43 Edited at: 26th May 2017 21:54
I DID import my character into Mixamo for rigging - that's an exported model from Mixamo.

I bought this character. I did not create it.

I assume you mean the UV map is all over the place. I have no idea how to fix that. Anyone have any suggestions?

The UV Map is all over the place. I agree. How do I create a nice and neat texture atlas out of all of that? Is there a better program for this?

Anyone know how to do this in UU3D Pro?

Mike
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Honkeyboy
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Posted: 26th May 2017 21:54
It doesnt look uniform in the UV window m8, I'm rubbish at textures but when i have exported a UV map they look more uniform. Have you dropped the model into say blender or fragmotion etc to see if all the verts are correct? dunno m8 just looks wrong to me maybe some of the other guys will chirp in to shed more light
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Belidos
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Posted: 26th May 2017 22:01 Edited at: 26th May 2017 22:03
I'm not 100% with UU3D, I bought it ages ago and never used it, but it looks like you've used cube mapping to add the materials, as far as I know cube mapping won't make a proper texture and will only be visible in the modelling program, you would need to make a UV texture with all the faces laid out neatly so nothing overlaps.

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World Class Multimedia
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Posted: 26th May 2017 22:05
Again, I DID NOT MAKE THIS - I bought it. Whomever created it did the cubemapping or whatever.

How do I FIX IT? Can it be FIXED?

If so, in what program OTHER THAN BLENDER?

Sorry for screaming.

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granada
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Posted: 26th May 2017 23:21 Edited at: 26th May 2017 23:29
You will have to uv remap it,look at tutorials on there site for this.then save out .it looks like it might be more than one texture on this model.or ask the modeller who made it to remap it.i will look on my comp tomorrow,I am on my phone at the moment.

http://www.mfelkerco.com/myimages/after_fbx2gg.png
Not sure if this will show .but all of those white lines should be inside the square.

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Posted: 26th May 2017 23:24
Fortunately, I have a 3D artist locally at my disposal and he knows plenty about mapping and re-mapping UVs and texture atlases. He will do it when he gets the chance.

Thanks.

Mike
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Honkeyboy
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Posted: 26th May 2017 23:28 Edited at: 26th May 2017 23:29
As Dave said m8 or email it over to one of us, i can check it out in fragmotion, blender ,Max etc see if i can sort it if you like and then send it back and bin it my end
Edit: ahh kk your sorted np
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granada
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Posted: 26th May 2017 23:32
Quote: "Fortunately, I have a 3D artist locally at my disposal and he knows plenty about mapping and re-mapping UVs and texture atlases. He will do it when he gets the chance."
[quote=]

Cool ,sorted.

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Len the man
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Posted: 27th May 2017 19:28
The youtube video tutorials taught me a lot on how to use FBX2GG... I don't know if you have watched those...

https://www.youtube.com/watch?v=XN9I4g1lgLQ
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Johno 15
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Posted: 27th May 2017 20:23
@Belidos, How did you get the character to wield a sword using FBX2GG? I've never been sure how to do this?
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Belidos
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Posted: 27th May 2017 21:00
I used the Knight animation set, then set the weapon to the sword in the fpe

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