Transfer legacy figures, clothing, and hair from Mixamo Fuse 1.3 to Adobe Fuse CC
A step-by-step video tutorial for beginners.
- Recover the old Mixamo Fuse base bodies and missing content!
- Add some funky (slightly lower-res) figures to Adobe Fuse CC!
(Muscular, Thin, Stocky, and Teen figures)
- 100% Compatible with Adobe Fuse CC. Use PBR substances and the new skin shader!
- Mix-and-match old with new figures! Share the heads and body parts! Fuse don’t care!
- “Fusette” from Mixamo 1.3 is NUDE!!! Omigosh, what–? Did you say NUDE? Yes, nude!
How much is this going to cost me? NOTHING! It’s FREE on Steam! Go download it now!
If you like this tutorial click like (thumb?) or comment, and I’ll make some more.
A common beginner’s complaint in the Fuse forums is the confusion of how to set up Unity’s Standard Shader to interpret alpha channels. The Standard Shader has four opacity modes: Opaque, Cutout, Fade, and Transparent. Unity detects the alpha channel in the Fuse textures and defaults to transparent – appropriate for glasses but not hair or eyelashes.
Saulth created a script to simplify the import workflow of Adobe (Mixamo) Fuse CC figures in Unity. In addition to fixing the opacity issues, the script will also:
- Set shader render modes correctly per material
- Create new materials for Eyes and Eyelashes
- Correct the MetallicAndSmoothness map (has inverted alpha)
- Set texture import settings correctly (alpha channel, normal maps)
- Set smoothness per material to roughly match visuals in Adobe Fuse CC (beta)
- Create prefab ready for easy use
Download the script from the Unity Forums:
Script for importing Adobe Fuse character model into Unity (fixes materials)
Morph3D has announced Artist Tools to create clothing, hair, and props for their figure system. The tools are free to use until June 2017, when a TBA subscription fee kicks in. A number of licensing restrictions also apply, including a share of any in-app purchases where the tools would be used to create add-on game content.
Read full user agreement here
The Morph Character System (MCS) has already impressed the game, application, and VR world by rolling out the ability to create realistic custom avatars. That means game designers can build or even let their players build their own unique, high quality characters. It is this very flexibility that has platforms like High Fidelity and VR Chat jumping on board.
At the heart of that value proposition this is the ability to have add-on content that will change and fit to any character type or shape.
Now, with the launch of Morph 3D’s Artist Tools game designers can take characters even further by designing their own content to be used with MCS. This allows an artist to make content that will change dynamically and work for a huge variety of characters and applications. Additionally, it means that artists will be able to work with Morph 3D to sell their work to the growing number of app and game developers also using MCS.
Wrap3 changes the way you process 3D-scan data. When working with a large set of similar objects like human scans Wrap makes it possible to take an existing basemesh and non-rigidly fit it to each and every scan.
It also provides a set of very useful scan processing tools like decimation, mesh filtering, texture projection and many more. Thanks to node-graph architecture once you’ve processed a single scan you can apply the same recipe to an unlimited number of other scans.
Fast Character Creation
Wrap lets you convert a series of 3D-scans of actors to production ready characters sharing the same topology and texture coordinates
Given a series of 3D-scans of an actor’s facial expressions Wrap is used to generate a set of morph-targets for further animation
Wrapping a known topology around a full-body scan is a starting point to many autorigging tools
Wrap is widely used by virtual fitting room vendors. Fitting a body model with known topology makes it easy to adjust its shape, take measurements and a perform cloth simulation
Wrap3 is $375 for Win64 and Linux64