Product Chat / FBX2GG / / GG new update to come

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PCS
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Posted: 12th Oct 2017 08:29 Edited at: 12th Oct 2017 08:30
Hi. Can anyone confim if after the new update that is comming, if we still going to need FBX2GG to get characters into GG, or is the new update going to take care of all of that.
Why i ask is because at this stage FBX2GG cost 35£ and for me that is more than R500.00 Rand south african currency.
It is more than GG cost. It does not make sence for me at this stage. So i hope the new update wil take care of it.?
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Belidos
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Posted: 12th Oct 2017 08:45
We have never "needed" FBX2GG to get characters into GameGuru, it's just a third party app that is the easiest way for someone with no modelling knowledge to rip the animations from gameguru characters, add them to mixamo fuse characters, and convert them to .x format. All of that can be done in most modelling software if you know how to do it.

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Posted: 12th Oct 2017 09:37 Edited at: 12th Oct 2017 10:24
That is the problem im no modeler, and i do not know what is the best way to do it, and need some help .
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cybernescence
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Posted: 12th Oct 2017 11:33
Probably only Lee can answer that properly.

However even if we could drag and drop an fbx character with its own rig and animations into GG perfectly there will still be work to make those new animations play nicely with the default actions in the default scripts. And if you want to take advantage of lots of new animations for the characters then more scripting work.

Adding the current default GG stock animations to a new Fbx character gets around this scripting/config work but is not always easy to do for any type of character rig that may come along. You get a nice shiny new character with soldier animations - not always what is needed. I'd be surprised if GG got an inbuilt function to do this.

Being able to import a third party animated character in fbx format would be a great start though still going to be work under the covers to make your game unique.

So it's probably a case of make do, learn or find somebody or a tool to help.

Happy to be proved wrong of course .

Cheers.


JonRobbo
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Posted: 12th Oct 2017 12:22
One of the biggest problems with game guru is having to rely on 3rd party products, it is an easy game creator but only if you use stock items which are only going to produce very samey asset flip games, I've tried a few games and every one screams game guru especially the characters and AI.
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Posted: 12th Oct 2017 13:07
Quote: "One of the biggest problems with game guru is having to rely on 3rd party products"

That's not a problem that's the way it is in any other engine ... GG, Leadwerks, Unity, Unreal etc
If you don't know how to create your own assets then you will always be using someone else's.
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JonRobbo
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Posted: 12th Oct 2017 14:00 Edited at: 12th Oct 2017 14:02
Quote: "Leadwerks, Unity, Unreal etc "


They don't all profess to be easy game makers.
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Posted: 12th Oct 2017 14:16
Quote: "They don't all profess to be easy game makers."

Neither does GameGuru anymore..
Lee has already said the new tagline is " GameGuru " Game Making For Everyone ...
Expect that on the DX11 version ... Even so using stock is the easy part of GameGuru ( Drag / Drop )
Adding, creating your own models, scripts etc is for when you want to start down the more advanced route
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JonRobbo
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Posted: 12th Oct 2017 14:20
What i mean is for example I shouldn't need to buy extra software to get a character model imported into it, I'm rubbish at modelling so I might want to buy some characters which is fine but then I will have to buy some extra software to get them to work.
JonRobbo
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Posted: 12th Oct 2017 14:27
I think I will go and sit in the naughty corner.
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Posted: 12th Oct 2017 14:37 Edited at: 12th Oct 2017 14:39
Quote: "What i mean is for example I shouldn't need to buy extra software to get a character model imported into it, I'm rubbish at modelling so I might want to buy some characters which is fine but then I will have to buy some extra software to get them to work."

So your using a third party character and we do not have a character importer. Well at least not yet anyway.
Once Lee gets the FBX Import working 100% then we wont need one ..
However your still using 3rd party models .. Back to square one
Perhaps voting on our own character Creator to be expanded could be a better move so you can create your own unique ones ready to run ?
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Posted: 12th Oct 2017 16:07
I wish my day was a 48hr day, then maybe i can start to have time to learn modeling. Lol
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Belidos
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Posted: 12th Oct 2017 16:12 Edited at: 12th Oct 2017 16:16
It's not that hard if you real want to. I work a minimum of 60 hours a week, and i was able to do learn what i needed to know to create my own models, i haven't learnt everything, but each time i use a modelling program i learn a little more, and when i come up against something i'm not sure of i trawl youtube for videos that explain it. It's actually amazing how much dead time i've found, those little periods where you just crash out on the couch and flick through the tv channels, tiems when you're just sitting on the internet procrastinating on facebook, staring blankly at your steam library wondering what to play, or just randomly looking through youtube, it all adds up and if you organise your time you can put quite a bit aside for more constructive things.

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Posted: 12th Oct 2017 20:49
Quote: " plus all the free models and media from the likes of GrobyKen, GraPhix and Tarkus1971 "

Don't forget yourself in that list Bod ... Your models have become a complete collectors edition
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PCS
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Posted: 12th Oct 2017 21:13
that's true. if it was not for all you guys who gives generous, then i would not have build all the maps that i have build so far.
i have very nice maps thanks to a lot of users here, it now just need better looking characters, witch i will need to learn somehow to make myself if possible, or have to live with out them. lol
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Posted: 12th Oct 2017 21:25 Edited at: 12th Oct 2017 21:26
As Bod said (thanks for the mention mate) I'm always happy to help out, I can't do it all for you, and I don't know everything (hardly a fraction), but I'm always willing to help if I can, unfortunately when it comes to characters its a tricky subject to teach and I'm only just learning it myself so I can't really help a lot there, but if you want some help learning basic modeling with blender, I'm happy to help out, when I get time (probably Sunday) I'll try to put together a list of my favourite blender tutorials for you.

Also, once I get over this flu I'm planning to do a video tutorial on how to prepare a model in blender and set up substance painter to create and export the correct texture sets for the new pbr system in gameguru.

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Posted: 12th Oct 2017 21:50
I give JonRobbo permission to leave the naughty corner... LOL...

I'm in a similar situation as some of the other guys that don't have much experience or expertise in making models, but using Fuse and FBX2GG has been great for me... especially since 3dsmax is much more expensive.

I know a lot of the folks here in this forum have helped me a lot and I appreciate it and offer my thanks to all of you...

Best of wishes to all of you...
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Posted: 12th Oct 2017 22:05 Edited at: 12th Oct 2017 22:08
Fbx import of characters is not to bad or importing .x characters.
the biggest problem is getting new characters to hold a weapon
at the right angle, it is easy to put a firespot on a characters hand
but it will take time to get it rotated in the right position.
it would be easier to make some way or weapon widget to align
the weapon in the game editor. with a move and rotate feature,
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JonRobbo
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Posted: 12th Oct 2017 22:14
I do appreciate all the help and free stuff on here and I have tried to use Blender but it just isn't going in, i'm like a kitten with a ball of wool, starts out fun then I get all tangled up, as for importing characters I'm at a loss, I read in one of Belidos posts something about skin weights and thought it was some sort of body toning exercise equipment
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Posted: 12th Oct 2017 22:23 Edited at: 12th Oct 2017 22:25
Actually Unity and Unreal both have built animators and Rigging options. As for modeling, thats always third party. Rigging and animating isnt the problem with GG. The problem is the hoops you have to go through to get a custom character into GG. If GG just had a simple in software option to set animation frames to your characters then it would not be an issue. Example would be Set idle 1 to 100 and so on. Ive talked to Lee about this several times over the years and it has yet to happen. Ive even given him really good examples of how it was done in Realm Crafter which had the easiest custom character import so far.

Realm Crafter:

1. Import custom rigged character
2. Set animation frames to match to your rigged frames from your animation software
3. Press button to generate script for character.

It was that easy....Man I miss Realm Crafter


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Posted: 12th Oct 2017 22:45 Edited at: 12th Oct 2017 22:53
Still have realm crafter lol Just a note guys you can still use the free fuse 1.3 and fbx2gg no problem they may have made out its no longer usable but thats rubbish download fuse 1.3 from steam if you dont already have it create your character as normal, instead of uploading it to mixamo export it out as an .obj with the textures packaged (tick the box) you then get a folder. (zip this folder)
then just upload the zip to mixamo and set the joints download the fbx and straight into fbx2gg and your done just copy any character .fpe or make your own and drop it all in your enties folder ...bing done!
N.B some of them are over poly for fbx2gg ive been trying out simlygon and this reduces them dead esy to work with fbx2gg but you can use meshlab, max or Blender to reduce the poly's in fact bleder is pretty easy for this as well i think but 9 out of 10 have gone straight in with no problems
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Posted: 13th Oct 2017 00:22
Quote: "Also, once I get over this flu I'm planning to do a video tutorial on how to prepare a model in blender and set up substance painter to create and export the correct texture sets for the new pbr system in gameguru."


That would be awesome! Thanks in advance and hope you get well soon!

As for Fuse characters into GG, As said above FBX2GG is the quickest and the easiest way; a few clicks and some waiting is all it takes. If the budget doesn't allow for it, then obviously you gotta do something else. Free comes with more complexity, but I don't think it's impossible. My hope is that improved FBX import will come along with the DX11/PBR rewrite. If it does, then your problem may be solved. Barring that, Blender is an option, as said, but I believe Collada (.dae) is the only format (from Fuse, at least) that carries the skeleton over on import. Then there's Fragmotion, and I'm not 100% sure and I could be mistaken so don't anybody accuse me of lying please, but I think someone did a tutorial on adding the stock animations to a character in Fragmotion. Two downsides of that though, are that I don't the the fbx format from Fuse imports into Fragmotion successfully, or at least I always get an error. Also, no polygon reduction there.
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Posted: 13th Oct 2017 01:32 Edited at: 13th Oct 2017 01:32
Quote: "Still have realm crafter lol "


Same here
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Posted: 13th Oct 2017 07:53
if I know people are interested in Tutorials I will do them, I have posted in my models thread that I will do tuts on sketchup, I have even created a character in SU rigged him in fragmotion and put him in game, it may not be all singing and dancing but it is an excellent start at making your own characters.

Like I have said in my thread I do not mind doing the tutorials if there is enough interest I am no expert but I don't want to waste my time.

thank you for the mention Bod coming from the master that makes me feel really proud

https://forum.game-guru.com/thread/218558
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devlin
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Posted: 13th Oct 2017 08:07
Realm Crafter yep still have it myself,
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Posted: 13th Oct 2017 08:16
@Graphix ,
Thank you . the software i have is:
Fuse 1.3
Blender
Fragmotion
Make human
Wings 3D
If you can make a video to show me how i can use those programs to get a character in GG, i wil be so gratefull.
Thank you.

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Posted: 13th Oct 2017 08:32 Edited at: 13th Oct 2017 08:45
I can easily show you how to get a character from Fuse into blender and then into GameGuru, that's not a problem, but it would involve rigging the character yourself (for some reason Blender doesn't like Mixamo rigs), and animating it yourself. I can show you how, but it will be a lot of work for you to do, and i'm still trying to iron out a few wrinkles myself.

This is something i was messing around with a little while ago.


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Posted: 13th Oct 2017 08:48
Is it also posible to use fuse then fragmotion and then into GG?
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Posted: 13th Oct 2017 09:01 Edited at: 13th Oct 2017 09:01
Not directly, because fragmotions FBX import is broken, you would have to load the FBX into something else then convert it to .X before loading it into fragmotion.

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Posted: 13th Oct 2017 09:07
One of the forum members made a series of videos on how to do it from 3DS Max to Fragmotion to GameGuru:



I know 3DS max is expensive, but you can get it for free for three years with some licensing limitations via signing up as a student.

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Posted: 13th Oct 2017 09:14
Ok , so the only way for me is with Fuse and then Blender and into GG
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Posted: 13th Oct 2017 14:08
Fuse Collada works in Blender (or at least it used to)
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Belidos
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Posted: 13th Oct 2017 14:15
Quote: "Fuse Collada works in Blender (or at least it used to)"


I'm not sure you can save in collada any more, one of the tings mixamo has been doing to "streamline" is removing a lot of the file export formats from their rigger, i cant remember if that's one they kept or not.

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Posted: 13th Oct 2017 14:42
I do have the ambition to get FBX importing fully working for the next update, and you will certainly get good FBX importing for static models, but the animation part is more difficult, but still on my list of targets, starting with Fuse Character Creator support as it's the one I started using and has some good aspects for creating your own 'well, stock' animation sequences. More on this in my dev blog when it happens
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Posted: 13th Oct 2017 14:44
Thank You Lee we do really appreciate your hard work
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Posted: 13th Oct 2017 15:48
Quote: "starting with Fuse Character Creator support"


That sounds awesome. Looking forward to that blog, it would be nice to have at least a brief outline of how you intend to implement it so we can at least start working out our work flow for it. Being able to directly import fuse characters will be one of the biggest pluses to gameguru for many of us.

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Posted: 13th Oct 2017 16:13
Thank you Mr Lee.
cant wait , also thanks for the hard work.
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Posted: 13th Oct 2017 16:15
Thanks for the shout out earlier.
We do what we can to help out.

There are a lot of aspects to a character.
First you have to model it and get it down to a poly count where Game Guru will except it. Make sure it is scaled to the proper size you want.

Then you must make a texture to uv map unto your character.

Then you make the skeleton ( the objects that will influence the vertices), that is a learning experience on its own, as all the bones must be linked together in a fashion that they all work together without flying off into 3d space, or twisting the mesh when animating them.

After this then the skeleton and the mesh need to be joined together and the vertices weighted to only be influenced by 3 bones.
You will spend a lot of time on this because when you start rotating bone joints, you will need to adjust these to not stretch out the mesh in an undesirable way.

Now comes a choice. You either attach the animations from one of the characters from the stock collection in Game Guru or you do your own animations or motion capture. Each have there process to complete.

Now you must export this to a format that Game Guru can handle and interpolate. Right now the only true format is animated X file. (future will be FBX)
This can be frustrating as you will get errors and will have to go back to the previous processes to fix.

Once this is all done and to your satisfaction, then comes another aspect, Scripting.

When all this is complete, then you will have a successful character import.

Fuse, FBX2GG, Quixel or substance painter, all the model programs are around to assist in this, Unfortunately if you want something completely original, then all this needs to be done and would be hard pressed to be complete in any program. Just remember that all of the content in Game Guru or any other engine, started out as custom media imported into these engines.

To pay for a complete character that is just considered good can be well over $100.00. Time to complete 6 weeks or better
To pay for movie quality or custom game media could be in the $1000's each. lot of people and time to pay for. time to complete 6 months or better.


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Posted: 13th Oct 2017 16:15
@Belidos. that naughty girl on the roof looks cool. lol
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Posted: 13th Oct 2017 17:20
Its a pain in the you know what, let me tell you... Also....Fuse sucks. End O story. Your better off using make a human and blender if you cant model. Me myself I would rather sculpt high and retopo for a clean mesh. As for rigging. Blenders auto bone heat feature works very well. Also if you activate the free rigify addon you can use already made rigs on your model. Lots O tutorials on blender. To me blender has the easiest animation system there is. Now getting that nice new character into GG is another story. I use to sort of be able to do it, but after the update its all meh now. I can get idle to work and thats it. Custom characters in GG is just way way harder then it should be. Theres lots of new game engines coming out and unless GG gets these basic features which these new game engines already have out of the gate. Then its going to get left in the dust. I know they have these features because Ive tested them and so far I likes what I sees.
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Teabone
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Posted: 13th Oct 2017 18:03
We really need to drop that "easy game maker" tag. Please.
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Posted: 13th Oct 2017 18:30
Quote: "We really need to drop that "easy game maker" tag. Please."

Its gone in the next release
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Blacknyt46
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Joined: 29th Feb 2016
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Posted: 14th Oct 2017 00:19
I like game guru's character creator. "Man" talk about easy to use. All we need is more body parts of human's animals and some creatures. More clothing and costumes. This software would shoot out of the roof! There's no denying that people are afraid of blender and other 3rd party tools. We already have a pretty decent character creator started. Why not just keep adding things onto it? No more of that rigging exporting nonsense.
Jim C
JonRobbo
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Posted: 14th Oct 2017 17:50
Character creator also needs weapons other than guns.
synchromesh
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Posted: 14th Oct 2017 19:51
The Character Creator was only the very first draft ..
That could really become something special if expanded upon imho.
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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DVader
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Posted: 14th Oct 2017 21:32
Character Creator is a little limited at the moment, but a bit more work and it could be use-able. The clothing is way to limited, the body types too similar and no way to even change the characters height even. The colouring system to change hair and clothes tint needs to work better (I can't say I've ever made a character whose hair looks natural, it's difficult, nay impossible to make something pure black as well or was last time I checked). The tints just don't work very well.

For them to work properly, all textures would have to be in grey scale imo and experience. You can't really re-colour objects that have colour values already, not without some way to change the texture itself. All CC does is tint each object texture with the chosen colour which works with grey/white textures but not so well with colour ones. Having grey scale images of course forces your parts to a single shade of colour, albeit the correct colour. To beat this you would need to use 2 textures. One for the clothes colour and another for whatever overlays you want on the part. Then you can set each with a colour or use a pre-coloured overlay for the pattern. Finally you would combine the textures to use on the object.

It's obviously not that easy to make parts for CC, or we would have seen some available on the store or as a DLC by now. It definitely needs another update down the line. At the moment though it is a little basic, people tend to look very samey and worst of all, you can see where parts of their bodies are separate when they animate at times.

Now if we had something like the CC in Skyrim we's be talking ;p
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Belidos
3D Media Maker
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Posted: 14th Oct 2017 21:38
Quote: "Character Creator is a little limited at the moment"


Do we have an "understatement of the week" badge?

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