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| text = After a long period without updates, Fuse was [https://helpx.adobe.com/beta/fuse/faq.html officially discontinued] by Adobe in 2020, so this tool is no longer one that modders are inclined to work with. | |||
}} | |||
This is a short introduction to '''Fuse''' (both the Steam-bound 1.3 version and the Adobe-owned '''Fuse CC'''), oriented towards making characters for [[IonEyes]]. The '''Fuse''' environment is very good as compared to MakeHuman in terms of user-friendliness and customization. The procedure for adapting Fuse/Mixamo characters to the UE4 engine is detailed below. | |||
At the time of writing, '''Fuse CC''' is the more functional version (mostly because of fully featured auto-rigging), whereas '''Fuse 1.3''' has a more complete clothes/hair library. The lower-poly characters of '''Fuse 1.3''' can also be considered a plus. However, one can have the best of both worlds by migrating '''Fuse 1.3''' content into '''Fuse CC'''. The procedure is also detailed below. | |||
On Windows, '''Fuse CC''' has a counter-intuitive defect that keeps it from launching unless you spam clicks and Enter keypresses (e.g. hold a left click on the Fuse CC icon and mash the Enter key). | |||
==Fuse in a nutshell== | ==Fuse in a nutshell== | ||
'''Fuse''' (a computer program available both for Mac and Windows) is an environment where one can create a variety of humanoid characters (3D models) that can be freely used in any project (still renders, video renders, games). | |||
It is especially suitable for non-modelers who want to quickly populate a game project with decent-looking character assets. Elaborate character design is also possible, but it requires some additional work (custom clothes/hair). | |||
Here is a MacWorld article about the program (Fuse CC version) and its integration with Adobe Photoshop CC: | Here is a MacWorld article about the program (Fuse CC version) and its integration with Adobe Photoshop CC: | ||
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Without going to the trouble adapting Fuse 1.3 materials for Fuse CC, one can easily reconfigure any clothes with missing materials, so that they use substances that are already present in Fuse CC. One can also import new substances from the [https://substance3d.adobe.com/community-assets?assetType=substanceMaterial Materials] category of the Substance Share website. All the custom-imported substances end up in Fuse CC's "Custom" category, and can only be categorized through manual work on the files. | Without going to the trouble adapting Fuse 1.3 materials for Fuse CC, one can easily reconfigure any clothes with missing materials, so that they use substances that are already present in Fuse CC. One can also import new substances from the [https://substance3d.adobe.com/community-assets?assetType=substanceMaterial Materials] category of the Substance Share website. All the custom-imported substances end up in Fuse CC's "Custom" category, and can only be categorized through manual work on the files. | ||
==Autorigging and UE4 workflow== | ==Autorigging and UE4 workflow== | ||
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*:Locate the script '''Blender/2.78/scripts/addons/io_scene_fbx/import_fbx.py''' and replace it with [http://geyser.oni2.net/import_fbx.py THIS] (the only change is a division by 8.0 at line 449). | *:Locate the script '''Blender/2.78/scripts/addons/io_scene_fbx/import_fbx.py''' and replace it with [http://geyser.oni2.net/import_fbx.py THIS] (the only change is a division by 8.0 at line 449). | ||
[[Category:Modding tutorials]][[Category:Outdated modding tools]] | |||
[[Category:Modding tutorials]] | |||