19,680
edits
m (→Different character detail: TF2 characters) |
m (-finish; adding tool to "Outdated modding tools" cat and noting that it has been discontinued by Adobe) |
||
| (11 intermediate revisions by 2 users not shown) | |||
| Line 1: | Line 1: | ||
: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. | {{fmbox | ||
| 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: | ||
:[https://www.macworld.com/article/ | :[https://www.macworld.com/article/226912/hands-on-adobe-s-new-fuse-cc-lets-beginners-take-baby-steps-into-3d-modeling.html Hands-on: Adobe’s new Fuse CC lets beginners take baby steps into 3D modeling<br><small>Whip up some three-dimensional people almost as easily as creating your avatar in a video game.</small>] | ||
Starting with one of many building blocks and presets (body parts, clothes, hair), the characters can be customized in many ways, both through body shape adjustment (the clothes and hair automatically adjust to the new body shape) and through texture/material adjustment (texture maps are generated on-the fly, depending on the material settings, using the | Starting with one of many building blocks and presets (body parts, clothes, hair), the characters can be customized in many ways, both through body shape adjustment (the clothes and hair automatically adjust to the new body shape) and through texture/material adjustment (texture maps are generated on-the fly, depending on the material settings, using the Substance Painter framework). | ||
Additional body shapes can be imported via an OBJ file (as long as their UV map is consistent with the original models). Additional clothes can also be imported through OBJ, either with regular texturing or with a special color map that allows the use of | Additional body shapes can be imported via an OBJ file (as long as their UV map is consistent with the original models). Additional clothes can also be imported through OBJ, either with regular texturing or with a special color map that allows the use of Substance Painter materials. Materials can also be imported (proprietary "substance" format). | ||
Rigging and animation is handled by the online Mixamo framework (the character is uploaded to the Mixamo server and is then made available as an FBX or Collada download). The Mixamo framework automatically detects the relevant joints and facial features and produces a reasonably flawless rig, complete with facial key shapes (morphs) for adding emotions or speech to the character. | Rigging and animation is handled by the online Mixamo framework (the character is uploaded to the Mixamo server and is then made available as an FBX or Collada download). The Mixamo framework automatically detects the relevant joints and facial features and produces a reasonably flawless rig, complete with facial key shapes (morphs) for adding emotions or speech to the character. | ||
| Line 19: | Line 25: | ||
'''Fuse''' was initially developed by Mixamo and distributed through Steam (up to version 1.3). Apart from automatic rigging of the characters assembled in '''Fuse''', Mixamo provides a large collection of animations (which, like the character shapes and materials in Fuse, are customizable to some extent with several sliders). Initially '''Fuse''' users could also upload their own custom character settings ("assemblies", or '''*.fuse''' files) to the Mixamo server, so as to store them in the cloud and to share them with the community. | '''Fuse''' was initially developed by Mixamo and distributed through Steam (up to version 1.3). Apart from automatic rigging of the characters assembled in '''Fuse''', Mixamo provides a large collection of animations (which, like the character shapes and materials in Fuse, are customizable to some extent with several sliders). Initially '''Fuse''' users could also upload their own custom character settings ("assemblies", or '''*.fuse''' files) to the Mixamo server, so as to store them in the cloud and to share them with the community. | ||
In 2015 or so, Mixamo was bought by Adobe, support of Fuse 1.3 was dropped in favor of a new version of the program named '''Fuse CC (Preview)''' (or '''Fuse CC (Beta)'''), which is the most recent version available. Direct Mixamo rigging now works only from '''Fuse CC''' | In 2015 or so, Mixamo was bought by Adobe, support of Fuse 1.3 was dropped in favor of a new version of the program named '''Fuse CC (Preview)''' (or '''Fuse CC (Beta)'''), which is the most recent version available. Direct Mixamo rigging now works only from '''Fuse CC'''. | ||
Cloud storage of custom Fuse characters was also dropped after Adobe acquired Mixamo and took over Fuse. However, at the time of writing, both programs still work and can be combined into a very powerful "character factory" (by merging the character and clothes/hair libraries, and by importing clothes/hair from other sources). | Cloud storage of custom Fuse characters was also dropped after Adobe acquired Mixamo and took over Fuse. However, at the time of writing, both programs still work and can be combined into a very powerful "character factory" (by merging the character and clothes/hair libraries, and by importing clothes/hair from other sources). | ||
==Fuse 1.3 vs Fuse CC== | ==Fuse 1.3 vs Fuse CC== | ||
| Line 30: | Line 35: | ||
One important feature introduced in '''Fuse CC''' (missing in '''Fuse 1.3''') is the "Geo Tool". It is a 3D brush with adjustable size and hardness that allows direct sculpting the shape of the character, as opposed to the systematic manipulation through sliders. This is useful for cleaning up the geometry or deliberately adding detail not covered by regular customization (especially non-symmetric detail). | One important feature introduced in '''Fuse CC''' (missing in '''Fuse 1.3''') is the "Geo Tool". It is a 3D brush with adjustable size and hardness that allows direct sculpting the shape of the character, as opposed to the systematic manipulation through sliders. This is useful for cleaning up the geometry or deliberately adding detail not covered by regular customization (especially non-symmetric detail). | ||
Another key limitation of '''Fuse 1.3''' is that it is no longer supported by the Mixamo website, i.e. the big "Animate" button doesn't do anything useful | Another key limitation of '''Fuse 1.3''' is that it is no longer supported by the Mixamo website, i.e. the big "Animate" button doesn't do anything useful. Instead you are encouraged to get Fuse CC or to upload the character to Mixamo as a regular OBJ (the rigging will be less optimal and the facial animation will be missing). | ||
A seeming limitation of '''Fuse CC''' is that it has fewer character types and clothes to choose from (see below), but this can be resolved by migrating Fuse 1.3 content into Fuse CC. | A seeming limitation of '''Fuse CC''' is that it has fewer character types and clothes to choose from (see below), but this can be resolved by migrating Fuse 1.3 content into Fuse CC. | ||
| Line 80: | Line 85: | ||
Unlike characters, clothing can typically be imported simply by copying the data to the correct location, leaving missing materials as the only issue to take care of. | Unlike characters, clothing can typically be imported simply by copying the data to the correct location, leaving missing materials as the only issue to take care of. | ||
Materials are imported only from | Materials are imported only from Substance Painter's substance format (*.sbsar), which turns out to be a 7Zip-packed archive containing an XML file and an assembler-like binary file. | ||
===Substance migration=== | ===Substance migration=== | ||
Fuse 1.3 substances are unfortunately incompatible with Fuse, with an error message about "base color" upon import. This can probably be resolved with [https://www. | Fuse 1.3 substances are unfortunately incompatible with Fuse CC, with an error message about "base color" upon import. This can probably be resolved with [https://www.adobe.com/products/catalog.html#category=3d-ar Substance 3D Designer] (trial version), to be confirmed. | ||
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:// | 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== | ||
| Line 109: | Line 105: | ||
*: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]] | |||