Anyone have any experience with fuse?
Just trying to see if it’s worth the investment or not, so if anyone has used it or is using it, your feedback would be appreciated
Anyone have any experience with fuse?
Just trying to see if it’s worth the investment or not, so if anyone has used it or is using it, your feedback would be appreciated
Played a bit with demo version.
If need 8271 generic characters or get something quickly it might be useful.
If you just need base mesh without clothing/armor/whatever I recommend using MakeHuman.
It’s free it have mind boggling amount of customization for body physique and it generate pretty good meshes.
Only that you need to create rest of the character. But if you need something unique you will need to do it anyway.
Interesting but if your looking for the rock star of procedural character app’s have a look at Daz Studio from Daz3d.
They use morph injectors to create totally different shapes off the same frame. Fuse looks like all you can do is bolt on different parts but still land up with with the same basic shape.
Be aware though that the starter kit is free and to have full access to all of the morphs as well as a license to use them in a game you will nee
male and female head and body morphs <> $80
Indie license = $500
If this is the way you want to go it’s worth every cent as instead of just having more or less the same zombie you can create thousands each unique from the other.
How about the autodesk character creator?
Anyone have exp with that?
[QUOTE=FrankieV;22141]
Interesting but if your looking for the rock star of procedural character app’s have a look at Daz Studio from Daz3d.
They use morph injectors to create totally different shapes off the same frame. Fuse looks like all you can do is bolt on different parts but still land up with with the same basic shape.
Be aware though that the starter kit is free and to have full access to all of the morphs as well as a license to use them in a game you will nee
male and female head and body morphs <> $80
Indie license = $500
If this is the way you want to go it’s worth every cent as instead of just having more or less the same zombie you can create thousands each unique from the other.
I dont understand how DAZ3D works. It have something for free, can i use this in my commercial games?
What are the thing that i need buy to really be useful? i dont find the “Indie License”. Just i see some models and “essentials” for buy in the Market.
Sorry for my Enlgish
[QUOTE=LocknLoad;22179]
How about the autodesk character creator?
Anyone have exp with that?
i have used it, the free version let you to create human like models, the best thing of this “automatic character creation” tool is that the exported models are already rigged and skinned, you can animate the models on maya, 3d studio max or motion builder just in minutes.
for me, is very good !
[QUOTE=Alexarg;22435]
I dont understand how DAZ3D works. It have something for free, can i use this in my commercial games?
What are the thing that i need buy to really be useful? i dont find the “Indie License”. Just i see some models and “essentials” for buy in the Market.
Sorry for my Enlgish
would also love some more info on daz3d, website is crowded and confusing at best, also seen nothing really aimed at the game industry, so anyone else able to chime in on them ? really looking for some procedural “fill” characters so have been looking at mixamo and fuse a lot. thanks for any advice
Daz Studio at it’s top level would be considered a cornerstone or hub application that can be used to catalog and manage content then either send to any app supported by DS or exported to other applications that support FBX.
There are a lot of useful and key features that goes beyond simple character remodeling but lets stick to what would be useful when applied to UE4 as a means of player model development.
Out of the box you get the Genesis 2 optimized base model that can be changed into many different characters and body shapes as the model is a parametric or procedural object that can be changed based on selection like you could with any primitive object.
Stock and out of the box you can create a limited amount of different characters similar to a lot of the different procedural character generators that all they really do is change the overall proportions of the model yet is still recognizable. Kind of if you gain 50 pounds or loss 20 ponds of weight.
Stock DS does the same thing, more or less, until you purchase one of the many different plugin type solutions based on what you need with out having to buy into the entire tool box.
For full procedural control you will need at least the following “add ons”
http://www.daz3d.com/genesis-2-male-s-morphs-bundle
http://www.daz3d.com/genesis-2-female-morphs-bundle
As for licensing Daz3D once again have a number of different licensing agreements based on end use. If all you want to do is image rendering for either stills or video then whatever is given to you for free or purchased you are granted license to do so with out further requirements.
If you wish to make an asset available as part of a real time environment then you would need to purchase a developer license as to the type of content you wish to make available to the end user.
At the very least you would need a indie license to make use of the Genesis 2 model under $100,000 a year.
http://www.daz3d.com/indie-game-developer-license
For other options type “developer” into the search box and you will get additional licensing options as well as plugin tools intended for game design.
As to context here is our plan as far as player model design goes using Genesis.
The video I posted demonstrates the many different characters you can make off the single Genesis frame that can channel different player models through a single channel using a single resource path and using DS we can create the morph injector that changes the player model to anything we wish and only need to update the base model imported into UE4.
Overall though what makes Daz Studio a power tool, and not just another toy, is not what you can do it it but what you can harvest based on need using the FBX exporter.
As a personal opinion DS I would consider a must watch application as far as games development goes as it is a live project in constant development and I’ve been using it for years based on what I found useful for my needs.
There may be a huge problem with the DAZ license. This is the $500 indy development addendum
[QUOTE]
Modified Terms of Use. This section replaces Section 1.0 Paragraph E “TERMS OF USE” for CRT Content ONLY.
Two Dimensional Works. Subject to the terms and conditions of this Agreement, User may (i) incorporate, copy and modify the CRT Content in the creation and presentation of two-dimensional animations and renderings which may require access to the CRT Content by the User’s customer during electronic execution of the User’s application, and (ii) incorporate two dimensional images (including two dimensional images that simulate motion of three dimensional objects) derived by User from the CRT Content in User’s other two-dimensional works, and (iii) publish, market, distribute, transfer, sell or sublicense such two-dimensional animations, renderings and other works; provided that User may not in any case: publish, market, distribute, transfer, sell or sublicense any renderings, animations, software applications, data or any other product from which any CRT Content, or any part thereof, or any substantially similar version of the CRT Content can be separately exported, extracted, or de-compiled into any re-distributable form or format. All other rights with respect to the CRT Content and its use are reserved by DAZ and its licensors. User warrants and is responsible to ensure that the CRT Content used in User’s applications are not available to end users in their native formats and that every effort is made to protect the CRT Content from theft or copyright infringement by employing technology, asset protection, encryption or any other resources at User’s disposal.
Three Dimensional Works. DAZ wishes to encourage the expansion of the catalog of Content available to its users. Accordingly, User may access, use, copy, and modify the Content to create one or more derived or additional three-dimensional works provided that:
any such derived or additional three-dimensional works are designed to require or encourage the use of CRT Content available through the online DAZ store either by (i) requiring the use of such CRT Content to function, or (ii) allowing only limited function when not used in conjunction with CRT Content from the online DAZ store; and
upon receipt of a written request from DAZ, User immediately ceases any and all distribution of the art that User has created from the CRT Content, if DAZ has determined, in its sole discretion, that (i) such art is substantially similar to or is a clone of existing Content; or (ii) such derived or additional work fails to require the use of Content available through the online DAZ store.
The creation of three-dimensional physical images (3D-print, molded copy, CNC-routed copy, and the like) of Content or any three-dimensional art derived from the Content is permitted only by User’s purchase from DAZ, via the User’s online DAZ store account, of permission to deliver User’s derived works (art), including necessary Content, to an entity that creates three-dimensional images in a physical medium. User may then deliver User’s art in file format to the third-party to have physical images printed or created, up to the limitations set forth in the online DAZ Store delineated on the purchase page associated with the permission purchased. These limitations govern (i) personal and/or commercial use of the three-dimensional physical or printed images; and (ii) the quantity of three-dimensional printed images allowed.
As I understand this, and I could be wrong, they are saying that if you pay buy the license you can render 2d images or videos using their models and use those in your game. Actually using the models themselves in the game is a no-no unless you require your user to download the content themselves from Daz. That’s a deal-killer.
LOL yeah all licenses are confusing as a rule but we did contact Daz3D directly, fully out lined what we wanted to do and our licensing concerns, and was confirmed that the vending machine license will cover the licensing requirements.
What you can do in general, and under proper licensing, is make available in your product whats referred to as a derivative of the asset that only functions within the product as to use. What you can’t do is make Genesis available in your product, perhaps a parametric character generator, where a derivative can be extracted and made use of in another product.
This is the nature of Daz Studio as a commercial product in that they use vending machine licensing based on what you purchase as a base, ie all assets bought on there store is licensed for rendering, and you can expand the licensing further by upgrading to a license you need as to intent.
In all cases though it’s best to confirm with Daz3d if a given license purchase will fill you need.
But
Genesis is not the only parametric or procedural character available, it’s just state of the art as far as design goes.
For example.
http://www.antonkisieldesigns.com/~akfiles/htmlpages/ApolloMaximusFree3dhumanfigure.htm
As always though it’s best practice, when it comes to 3rd party assets and resources, to directly contact support to ensure fair use.
If it really comes down to it though one could always make their own morph injectors using a CC0 model as the base but DS does it all in a slick and intuitive manner where you are limited to just what comes in the box.
I just got maya, so I am going to give their character gen a try. It seemed the most logical choice since the guys at epic all use it and I just need some quick models mostly for learning purposes. I am not looking to fork out big $$$ for professional licenses.
Saying quick models and Maya in the same sentence is like a paradox.
Quickest ways to make models:
TRUST ME
What about MakeHuman? Its free and open-source.
Has anyone tried it?
[QUOTE=ryanjon2040;22931]
What about MakeHuman? Its free and open-source.
Has anyone tried it?
With the MakeHuman 1.0 release, it’s extremely easy to customize, via numerous morphs, male and female characters of any ethnicity and age. There is a limited amount of clothing at present, so it’s probably best to export characters into ZBrush or Mudbox for clothing/armor/detail work. Models, with both high and low poly counts, come pre-rigged with a number of skeleton options to choose from (the default works well), or you can simply use Jeremy’s awesome Maya character rigging and animation tool.
Best of all, it’s free with a generous usage license. I’ve been following the program’s progress for many years now, and it’s really evolved from the early days.
Cheers,
-D
[QUOTE=sandboxgod;22926]
Saying quick models and Maya in the same sentence is like a paradox.
Quickest ways to make models:
TRUST ME
so sandboxgod are you saying use in the order above to a finished product ? or in the order of whats the quickest ? sorry for the confusion
[QUOTE=FrankieV;22550]
Daz Studio at it’s top level would be considered a cornerstone or hub application that can be used to catalog and manage content then either send to any app supported by DS or exported to other applications that support FBX.
There are a lot of useful and key features that goes beyond simple character remodeling but lets stick to what would be useful when applied to UE4 as a means of player model development.
Out of the box you get the Genesis 2 optimized base model that can be changed into many different characters and body shapes as the model is a parametric or procedural object that can be changed based on selection like you could with any primitive object.
Stock and out of the box you can create a limited amount of different characters similar to a lot of the different procedural character generators that all they really do is change the overall proportions of the model yet is still recognizable. Kind of if you gain 50 pounds or loss 20 ponds of weight.
Stock DS does the same thing, more or less, until you purchase one of the many different plugin type solutions based on what you need with out having to buy into the entire tool box.
For full procedural control you will need at least the following “add ons”
As for licensing Daz3D once again have a number of different licensing agreements based on end use. If all you want to do is image rendering for either stills or video then whatever is given to you for free or purchased you are granted license to do so with out further requirements.
If you wish to make an asset available as part of a real time environment then you would need to purchase a developer license as to the type of content you wish to make available to the end user.
At the very least you would need a indie license to make use of the Genesis 2 model under $100,000 a year.
http://www.daz3d.com/indie-game-developer-license
For other options type “developer” into the search box and you will get additional licensing options as well as plugin tools intended for game design.
As to context here is our plan as far as player model design goes using Genesis.
The video I posted demonstrates the many different characters you can make off the single Genesis frame that can channel different player models through a single channel using a single resource path and using DS we can create the morph injector that changes the player model to anything we wish and only need to update the base model imported into UE4.
Overall though what makes Daz Studio a power tool, and not just another toy, is not what you can do it it but what you can harvest based on need using the FBX exporter.
As a personal opinion DS I would consider a must watch application as far as games development goes as it is a live project in constant development and I’ve been using it for years based on what I found useful for my needs.
okay really got my interests now, would love a little more detail on how your using this, sounds very interesting, spent couple hours mulling over info about it, wish they were making it clear they were aiming at game dev. a bit more on there site. so if someone wanted a lot of control in creating different characters, what packages would you get ? hoping to use a character generator (someones), move into ikenima webanimate, use truebones animations and then get it into unreal and hopefully working. yip if your thining no modeling skills, no animating skills, you would be absolutely correct, lol. learning bit by bit.
[QUOTE=;23101]
okay really got my interests now, would love a little more detail on how your using this, sounds very interesting, spent couple hours mulling over info about it, wish they were making it clear they were aiming at game dev. a bit more on there site. so if someone wanted a lot of control in creating different characters, what packages would you get ? hoping to use a character generator (someones), move into ikenima webanimate, use truebones animations and then get it into unreal and hopefully working. yip if your thining no modeling skills, no animating skills, you would be absolutely correct, lol. learning bit by bit.
At the moment we are still evaluating if Daz Studio will be worth integrating into our overall design but with the availability of morphing in UE4 there are some interesting possibilities some we have already tried with positive results and some we still need to try out as to practical application.
What does work is to import a base male Genesis model into 3ds Max, set it up with our rig design, and export it to UE4, and it works just like any other player model. Using DS we then created a half dozen body types, applied a morph modifier, and when imported into UE we can change to any of the available body types by changing it’s value to 100%.
The working premise, as how efficient the design will be in full, is by injecting the body shape all of our player models can be built on the same framework with out the need for additional supporting resources. Blueprints, blend spaces, UV maps and textures and all things that can be applied to a single player model can be applied to hundreds, possibly thousands, by changing a few simple parametric values.
The bonus round.
Assuming that instancing also applies to skeletal and animated models one could create a horde with out the footprint and since you can blend morph values with planning each can be unique with a decent amount of shapes.
As for direct use of DS as a tool for games development I would put the ideal as to use into the same frame of mind in how you can use an application like 3ds Max to develop the content resources directly or indirectly based on need.
Of course you don’t need to use DS, MakeHuman will work just as well, but would be like comparing tool availability between MSpaint and PhotoShop and you can either buy the tools that you need as a plug in or harvest from content available with in the Creative Commons.
[QUOTE=FrankieV;23184]
At the moment we are still evaluating if Daz Studio will be worth integrating into our overall design but with the availability of morphing in UE4 there are some interesting possibilities some we have already tried with positive results and some we still need to try out as to practical application.
What does work is to import a base male Genesis model into 3ds Max, set it up with our rig design, and export it to UE4, and it works just like any other player model. Using DS we then created a half dozen body types, applied a morph modifier, and when imported into UE we can change to any of the available body types by changing it’s value to 100%.
The working premise, as how efficient the design will be in full, is by injecting the body shape all of our player models can be built on the same framework with out the need for additional supporting resources. Blueprints, blend spaces, UV maps and textures and all things that can be applied to a single player model can be applied to hundreds, possibly thousands, by changing a few simple parametric values.
The bonus round.
Assuming that instancing also applies to skeletal and animated models one could create a horde with out the footprint and since you can blend morph values with planning each can be unique with a decent amount of shapes.
As for direct use of DS as a tool for games development I would put the ideal as to use into the same frame of mind in how you can use an application like 3ds Max to develop the content resources directly or indirectly based on need.
Of course you don’t need to use DS, MakeHuman will work just as well, but would be like comparing tool availability between MSpaint and PhotoShop and you can either buy the tools that you need as a plug in or harvest from content available with in the Creative Commons.
very cool way to use it, have you considered using a autorig such as mixamo or webanimate ? would streamline you a bit more even, we are looking at doing that and then using ikinema to get the details much better, nice to know you think that daz3d would be the best character part, that cuts one step away. do you buy a lot of the morph packs or just a few, not afraid of spending money just want to make sure its what we need.
[QUOTE=;23249]
very cool way to use it, have you considered using a autorig such as mixamo or webanimate ? would streamline you a bit more even, we are looking at doing that and then using ikinema to get the details much better, nice to know you think that daz3d would be the best character part, that cuts one step away. do you buy a lot of the morph packs or just a few, not afraid of spending money just want to make sure its what we need.
Well the rigging part is simple.
When exported the model is already bind posed to a skeletal mesh that is Motion Builder compatible, which is what we use to make our animations, and just need to drop a characterization temple onto it and tada we have a complete HIK animation solution so if we wanted to we could go in this direction if we wish as far as raw requirements goes.
The down side is one never gets exactly what they need due to unique requirements so our asset pathway is to export to 3ds Max and from there we can “Send To” from Max to Motion Builder for the animation requirements and export to FBX for import into UE4.
What this does is gives us a very strong source chain with in a preferred pipeline that anyone on our team can make additions or make changes in an adhoc manner. Example is there is a need for a lot of base offsets as an additive pose to correct for animation blips to maintain linear motion. Using DS anyone on our team can make the required pose, as it is something that DS does very well, export it over to Motion Builder and the offset pose extracted to the current base player model design.
As for shapes (injectors) to make any shape you wish you only need to purchase the the base male and female body and facial morphs and you can make any shape you wish so total cost above whatever license you need to go with, which you can defer to when you really do need to make that decision, is about 100 dollars and the other shapes are available only for the convenience of a credit card solution if it’s a shape you will need as to practical use.
Even then your not limited as you can export whatever you have in hand to 3ds Max, as an example app, make your edits and then import the target back into DS to maintain the source chain.
For that matter if you come up with a unique shape, complete with texture, you could back door it to make development funds either through Daz3D as a supplier or possibly in the Marketplace once it’s up and running.
The bottom line here though if one is serious about developing an Indie game there are still costs involved and a lot of the so called free solutions are limited in such away as they are presented as a service that can create a third party dependency that historically we found is something one would want to avoided as to best practice.
So if one is looking for a strong easy to use, easy being relative of course, then 3ds Max, Motion Builder, and Daz Studio will do everything you would want to do as far as player model design goes with out have to resort to secondary applications that in my experience has the tendency to break your source chain.
As a personal observation this is the direction that DCC is heading anyways as to procedural and data driven player models, NPC’s, that a single individual could populate a world bigger than say an Assassin Creed, all unique from one to the other just using the three applications I’ve recommended.
The good news is you can try before you buy as there is more than enough in the box to test-by-proxy for free with out any additional costs with out having to commit to the pathway as to the need of fit-to-finish art and being cheap myself I’ve yet to see any added costs required until you reached the point that you may need a X or a Y solution or plugin.
Daz3D has worked great for me. I used on my project in Unity and will use it on UE4 for High Poly Cut-scene version of the character. I used it for reference pictures when Sculpting my Lowpoly model in Zbrush. It also great for NPC and making quick prototype lead characters for levels
https://youtube.com/watch?v=Ao7RRCyvBYw
They can be great for character customization as well