Fuse
Famix Jun 7, 2020 @ 4:52am
How would I add face bones to a model made in fuse?
I have no experience in 3D modeling, and I'm just trying to make a model for Source Filmmaker use
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Showing 1-5 of 5 comments
Azure Zero Jun 7, 2020 @ 7:44am 
You'll NEED to use another 3D modeling program to add the bones and then re-rig and re-skin the model's face.

If you need 3D modeling software there is
https://store.steampowered.com/app/365670/Blender/

And a tutorial to help you out
https://store.steampowered.com/app/588310/Blender_Character_Modeling_For_Beginners_HD/
Famix Jun 7, 2020 @ 8:51am 
That guide is out of date. It uses the older UI and layout of blender before they released the "tablet-friendly" update. It might not seem like much, but it's pretty different to handle. Could be pretty useful, though. I'll likely have issues, but I think I'll try

Also, why is it paid if half of the videos are on the store page?
Last edited by Famix; Jun 7, 2020 @ 8:52am
Pte Jack Jun 7, 2020 @ 9:41am 
Fuse models do not have facial bones and if you're using the Steam version of FUSE, do not have shapekey/vertex flexes for the face. The Adobe version of Fuse does have Facial flexes, but that version is going to be retired and will be no longer available in Sept of this year.

Exporting a model from FUSE, only produces an OBJ type model and this model type has no bones at all, so if you want to port these models into a game or into programs like SFM, you'll have to learn to use programs like blender to do it.

There is an autorigger available that isn't shutting down in Sept that will rig a FUSE model, but it does not add any type of facial boning and it will not add the facial flexes to a Steam version export, so again, if you want bones or flexes, you'll have to learn how to add them in a 3D editor like Blender.

The interface for blender changed with the introduction of Blender 2.80 and though more and more tutorials are starting to pop up on the web, it will take some time for them to do so.

We are now in to the 6th iteration of Blender 2.8x (2.80, 2.81, 2.81a, 2.82, 2.82a and now 2.83, that's a new release around every 2 months) since it released in July 2019 and with each new release things break, so a lot of us that make these tutorials are kind of behind the 8 ball because we don't want waste are time writing and screen capping stuff that is going to break or become redundant with the next release.
Originally posted by Pte Jack:
Fuse models do not have facial bones and if you're using the Steam version of FUSE, do not have shapekey/vertex flexes for the face. The Adobe version of Fuse does have Facial flexes, but that version is going to be retired and will be no longer available in Sept of this year.

Exporting a model from FUSE, only produces an OBJ type model and this model type has no bones at all, so if you want to port these models into a game or into programs like SFM, you'll have to learn to use programs like blender to do it.

There is an autorigger available that isn't shutting down in Sept that will rig a FUSE model, but it does not add any type of facial boning and it will not add the facial flexes to a Steam version export, so again, if you want bones or flexes, you'll have to learn how to add them in a 3D editor like Blender.

The interface for blender changed with the introduction of Blender 2.80 and though more and more tutorials are starting to pop up on the web, it will take some time for them to do so.

We are now in to the 6th iteration of Blender 2.8x (2.80, 2.81, 2.81a, 2.82, 2.82a and now 2.83, that's a new release around every 2 months) since it released in July 2019 and with each new release things break, so a lot of us that make these tutorials are kind of behind the 8 ball because we don't want waste are time writing and screen capping stuff that is going to break or become redundant with the next release.

So how do you add bones to the eyeballs if you cant select it? I got a model I exported and I cant do anything with it since its all one mesh. I cant select the eyes or anything
Famix Jun 11, 2020 @ 3:26am 
In the risk of sounding lazy, this sounds a little too complex for me
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