Musing on the end of Adobe Fuse. Royalty-Free is better than Open Source! Future-proof your 3D figures – download Fusette in ‘original pose’ before it’s too late!
Videos
FACE CAP ‘Live Mode’ into UNITY
Facial motion Capture in real-time for video blogs and channel hosts! Record videos with Unity and your custom avatar!
I’ll take you through my entire process, how I set up my studio, Unity plug-ins, WiFi tricks, OSC and sample scenes from GitHub, and more!
Combine Skinned Meshes in Unity with Skinn:VM
Merge clothes, body, teeth and eyelashes directly in Unity.
Which sub-meshes should be combined on a figure, and what about materials?
Face Cap Live Mode into Unity
Facial motion Capture in real-time for video blogs and channel hosts! Record videos with Unity and your custom avatar!
I’ll take you through my entire process, how I set up my studio, Unity plug-ins, WiFi tricks, OSC and sample scenes from GitHub, and more!
Skinn: Vertex Mapper – add clothing in Unity and export to FBX
Video tutorial for a (free) Unity tool that can skin conforming clothes to your Fuse figures.
(suitible for beginners and casual-users of Unity).
Fixes the limitations of the Fuse/Auto-rigger workflow. You can add unlimited skinned meshes after the figure has been auto-rigged. You can also skin meshes that Fuse doesn’t like – clothes with multiple materials or voluminous shapes.
The tool will copy the bones and weight-painting from your Fuse figure into clothing you’ve made in Marvelous Designer (or other software). The clothing is added as a sub-mesh on your Fuse figure, just like the Auto-rigger does.
I also show how to export as new stand-alone figure – with the bones, blend shapes, and conforming clothes intact – to FBX 2020!
Future-proof, and customize your Fuse characters. Add multiple costume/hair options, or create a base character and add the clothes later.
iPhone X vs Mixamo: Blend Shapes Smackdown
I compare the iPhone X blend shapes with Mixamo blend shapes! My suggestions for remapping with Face Cap to a stock Adobe Fuse figure with Auto-rigger blend shapes. Plus, some history on how these 2 systems evolved and types of blend shapes typically found on 3D figures.