Fuse > General Discussions > Topic Details
Tyler  [developer] Nov 22, 2013 @ 10:02am
Fuse FAQ
How does Fuse work?
Fuse is a data-driven interactive modeling tool. It works by piecing together body parts coming from different characters and combining them together as a model file with fully UV'ed body and clothing meshes, texture and normal maps.

What can I do with the models created with Fuse?
You can use them in your project (e.g. games, animated short, machinima, comic, etc.) royalty-free. The exception is Team Fortress 2 content which can only be used for non-commercial Fan Art. For more information regarding use of Valve's Intellectual Property, please see their Subscriber Agreement

How can I texture the models created with Fuse?
Fuse has integrated the power of Allegorithmic's Substance technology to dynamically and intuitively texture your character using high-quality substance inputs and parameters. Fuse does not support hand-painting on the characters or clothing at this time, however exporting in OBJ format will create a .png texture file that can easily be modified with graphics editing packages, such as Gimp.

What formats does Fuse support?
Fuse can export in OBJ format. Once the model is uploaded to Mixamo for rigging/animating, the character can be exported/downloaded in FBX and Collada 1.4.1 formats.

Is the content I create royalty-free?
The content you create using Mixamo content in Fuse is completely royalty-free for commercial and non-commercial use. We do ask that the content is embedded in whatever project you are working on. You should not directly resell or redistribute the assets. This is to protect both ourselves, and in the future when we eventually open user imports (and user sharing/Steam Workshop/whatever form that may take), other contributing artists. The exception is Team Fortress 2 content which can only be used for non-commercial Fan Art. For more information regarding Valve Intellectual Property, please see their Subscriber Agreement

How do I animate content in Fuse?
To animate the content you created in Fuse, either click on File -> "Animate with Mixamo," or click on the "Animate" button above the workspace. Both options will bring up a Mixamo login window within Fuse. After you enter your Mixamo username and password, your model will be uploaded to Mixamo's web service and will go through the automatic rigging process. Once that is completed, you will be able to use your new Fuse character with any of the animations available in Mixamo's online collection.

Can any model I create in Fuse be animated on Mixamo?
Absolutely! You can click on "Animate" and upload your file directly to Mixamo to rig and animate. Alternately, you can also export an OBJ file from Fuse and modify it to your desire. Once you have finished the modifications, create a .zip file with the new .obj, .mtl and the texture file (.png) of your model and upload the .zip file to Mixamo. Both workflows will bring you to the same destination.

How are the different body parts put together in Fuse?
The different body parts are fused together through adaptive modeling, making sure the boundaries are smooth. In order to improve the visual quality of the result, local smoothing of the normals on the boundaries is performed. There is no change in the topology of the separate pieces that are fused together, allowing a low-poly body part to be fused to a high-poly body part.

I see your have TF2 characters and parts in Fuse, how am I allowed to use those in particular?
The Team Fortress 2 content can only be used for non-commercial Fan Art. For more information regarding Valve Intellectual Property, please see their Subscriber Agreement


Mixamo Control Scripts
Auto-rigged your Fuse character? Use these scipts to automatically create controls in eithe Maya or 3dsMax!
Maya control rig:
http://www.mixamo.com/c/auto-control-rig-for-maya

3dsMax Auto-Biped:
http://www.mixamo.com/c/mixamo-auto-biped-script

3dsMax Auto-CAT:
http://www.mixamo.com/c/mixamo-auto-cat-script

Other 3D suite workflows:
http://www.mixamo.com/c/workflows
Last edited by Tyler; Jan 23 @ 1:20pm
Showing 1-15 of 56 comments
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Fubeca150 Nov 22, 2013 @ 8:05pm 
Can you make it so that we can turn off all the TF2 stuff really easily? I don't want to accidentally use any of those assets since it'll break licensing agreement. I've never played TF2, so while the hats are obvious to me, none of the rest of it necessarily is.
BadTertle  [developer] Nov 22, 2013 @ 8:16pm 
Not a bad idea Jason. In the meantime, they are all clearly labeled in the tooltips (hover over the objects) as TF2.
atmuc Nov 23, 2013 @ 1:43am 
+1 for Jason
tootall Nov 24, 2013 @ 6:21am 
I have a question. Can the mesh of the body parts be manipulated or morphed?
Last edited by tootall; Nov 24, 2013 @ 6:21am
charlespina  [developer] Nov 25, 2013 @ 1:35pm 
Originally posted by tootall:
I have a question. Can the mesh of the body parts be manipulated or morphed?
Presently, the parts can be scaled and the seams between parts will remain. They cannot presently be tweaked at a polygon-level, or with deformers within Fuse. However, you can export as OBJ to do further detail customization in a more general purpose modelling program.
Fanto Nov 27, 2013 @ 6:22pm 
So we would need to download Maya or blender after if we wish to Manipulate them?

Then to anyone reading this I was able to import into Maya no problem (useing the free trial) but blender (which is free) does not seem to be able to import FBX files.. at least what I have frond so far.

As for this software Fuse its great to have basic models to work from right away and with the sale on at the moment you can't go wrong. I can't wait to see what they add to the software in the furture.
BadTertle  [developer] Nov 27, 2013 @ 7:22pm 
Blender just opened up its FBX importing recently and it requires a more current version than we export (we're updating it, though, so stay tuned). For now, you can download as DAE.
AqP Nov 28, 2013 @ 4:29pm 
Blender 2.69's FBX import does not import the skeleton. Presumably this will come in a later release. Meanwhile use DAE (Collada) to import to Blender.
atmuc Nov 28, 2013 @ 11:27pm 
Mixamo should explain what fuse is and what fuse is not. people assume it is a game or animation editor. people write reviews badly because they do not know how a character cost, what royalty free means and what beta means. Poser requires extra fee($500) to use characters in a Game. Fuse is not a game, is not an animation editor, is not a model editor, is not a skeleton creator. it is just a character mesh generator.
CommunistCupcake Dec 4, 2013 @ 11:32pm 
There are a couple of questions I would like to ask.
1) When is more content coming? i.e More body parts, hair, clothes
2)When will higher resolution be available? Although the models look great I would love to see 1920x1080 res.
3)Will we get to see body hair/facial har features (pubic, back, face)?
4)Will you soon allow us to resize and edit seperate parts of the body(hands, fingers, feet, breasts)? (Sorry if that has been answered)
Keep up the great work :)


EDIT: I really like the edition of torn clothing!
Last edited by CommunistCupcake; Dec 5, 2013 @ 12:20am
Tyler  [developer] Dec 5, 2013 @ 10:11am 
Originally posted by ComunistCupcake:
There are a couple of questions I would like to ask.
1) When is more content coming? i.e More body parts, hair, clothes
2)When will higher resolution be available? Although the models look great I would love to see 1920x1080 res.
3)Will we get to see body hair/facial har features (pubic, back, face)?
4)Will you soon allow us to resize and edit seperate parts of the body(hands, fingers, feet, breasts)? (Sorry if that has been answered)
Keep up the great work :)


EDIT: I really like the edition of torn clothing!

Hi Cupcake,
1) There will be some more content coming mid December
2) 1920x1080 is actually a screen resolution, do you mean that you would like to see higher density character meshes?
3) There are already some options for facial hair within the skin texture substance: 9 beards, 8 mustaches. Body hair is a great idea for a future addition! We are also planning to add geometric facial hair as well
4) Transforming individual areas of the body is in research and development right now. We are primarily focused on facial features and then hopefully expanding that to the body.

Thanks!
CommunistCupcake Dec 5, 2013 @ 9:10pm 
So far in the texture tab we can set the texture resolution as high as 1024x1024. I guess what I meant to say was will you guys implement any higher resolution? Sorry for any confusion. Also how can i add facial hair? Thanks for the fast reply.
Originally posted by Tyler:
Originally posted by ComunistCupcake:
There are a couple of questions I would like to ask.
1) When is more content coming? i.e More body parts, hair, clothes
2)When will higher resolution be available? Although the models look great I would love to see 1920x1080 res.
3)Will we get to see body hair/facial har features (pubic, back, face)?
4)Will you soon allow us to resize and edit seperate parts of the body(hands, fingers, feet, breasts)? (Sorry if that has been answered)
Keep up the great work :)


EDIT: I really like the edition of torn clothing!

Hi Cupcake,
1) There will be some more content coming mid December
2) 1920x1080 is actually a screen resolution, do you mean that you would like to see higher density character meshes?
3) There are already some options for facial hair within the skin texture substance: 9 beards, 8 mustaches. Body hair is a great idea for a future addition! We are also planning to add geometric facial hair as well
4) Transforming individual areas of the body is in research and development right now. We are primarily focused on facial features and then hopefully expanding that to the body.

Thanks!
Tyler  [developer] Dec 6, 2013 @ 9:39am 
Ah! I see what you're getting at. Right now we are limited to 1024x1024 because of the speed of the texture processing. It's possible we could implement it in the future but we need to do more R&D on keeping the process fast.

Beard and Mustache options can be found under the skin options in the texture panel, you can also change the color of the hair!
http://i.imgur.com/FvDlluV.jpg
AqP Dec 6, 2013 @ 12:30pm 
Tyler, I'd rather see the face split out from the body texture and then given a decent resolution of at least 512x512. When you create a clothed character, the body geometry is all removed, so a high resolution texture for the body is using up resources for no benefit. At present I find the eyebrows more blurry than the mustache, beard and face.

It would also be useful to bake the shadows onto the character. I'm finding OBJ exported characters are shadowed, which really makes them pop, but of course have no skeleton. The DAE (Collada) characters have a skeleton but no shadows at all so they look very flat and dull. I havent tried FBX because I need to tweak the bone hierarchy and merge bones in Blender.
CommunistCupcake Dec 6, 2013 @ 4:03pm 
Oh my god wow, I didn't realise I could scroll down. I apologize as that was my own stupidity.
Originally posted by Tyler:
Ah! I see what you're getting at. Right now we are limited to 1024x1024 because of the speed of the texture processing. It's possible we could implement it in the future but we need to do more R&D on keeping the process fast.

Beard and Mustache options can be found under the skin options in the texture panel, you can also change the color of the hair!
http://i.imgur.com/FvDlluV.jpg
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