Create detailed characters with our character generator! Our large combination of traits (such as appearance, personality, character history, family and career) make this a great tool for writers! With the Pro Version you can create random names for your characters and attach random traits to them. Mixamo Fuse 1.3 is a very handy 3D character creator which will enable you to make unique characters which can be used in your game. This handy application. I have a question about the character creator in FUSE. I 'd like to know once my fuse character is uploaded to mixamo and converted into a FBX format will this character be ready to enter 3dxchange and iclone.i mainly work with daz genesis. I like the affordability that comes with using the FUSE character creator. To Auto-rig and animate characters made with Fuse 1.3 (or earlier version) export as an.obj from your current version of Fuse and upload to Mixamo.com Or, download the newest version of Adobe Fuse CC (Beta), free with an Adobe ID, and create a new character to upload to Mixamo.com.
Adobe Fuse is no longer in development and will discontinue support on September 13, 2020.
Generating life like characters is the first and foremost criteria of creating animation films and with the splurge of online character creator tools, these tasks are as easy as ever. If you are looking for such useful software for your operating system, then you may search for them in Google by typing 3D character creator online, 3D character creator software, 3D character creator free.
Big w modern warfare. For detailed information and assistance, see Adobe Fuse end-of-service FAQ.
Important notice for Mixamo customers.
We’re retiring features and services on this site, learn how this affects you. Visit http://blogs.adobe.com/adobecare/2017/05/23/download-assets-from-mixamo/.
We’re retiring features and services on this site, learn how this affects you. Visit http://blogs.adobe.com/adobecare/2017/05/23/download-assets-from-mixamo/.
You can directly import Allegorithmic substance files (.sbsar substance file) into Fuse CC. You can use Allegorithmic's Substance Designer to create your custom substances for use within Fuse CC. See the documentation of Substance Designer for more details.
To import substance files into Fuse CC:
- From the menu bar, choose File > Import > Import substances.
- In the dialog that appears, locate the substance file (.sbsar file) on your local machine and click Open. A progress bar appears at the bottom of the workspace for this import task.
- The imported substance is organized in the substance tray under Custom. Switch to the Texture mode to view it.
Before you begin importing, ensure that you have gathered the required custom body files and used the recommended naming convention for them. Naming the map files correctly enables Fuse CC to automatically link these files during the import process. See Create a custom body for details.
To import custom body files of your character:
- From the menu bar, choose File > Import > Import Characters. The Character Import Wizard dialog appears. This wizard guides you through the import process.
- Character Import You begin by importing the base mesh on which your character is modeled.
- Click Browse. In the dialog that appears, locate the mesh file (.obj) and then click Open.
- Click Next.
- Mesh Information The next step is to configure the metadata for character mesh.
- Specify the following:
Display Name Input the display name for the imported body parts. By default, the name of the mesh file (.obj) is displayed.
Customize Type Determines which body and facial feature customization set is available for modifying your character in Customization mode. Choose the option that is closest to your character's body type - MaleFitA or FemaleFitA. If you choose None, the Customize mode does not provide any options for the custom character's body parts.
Generate Parts Select the parts that you want to create form the mesh file (.obj). For example, if you only want the head from the base mesh, only select Head.
Search Tags You can provide a comma-separated list of tags to quickly search the custom body parts using those tags. - Click Next.
- Specify the following:
- Texture Files All the texture files are optional.
- Use Texture Maps From a Character in your Database Allows you to use the texture files of an existing character in Fuse CC database.
- Select Custom Texture Maps Browse and select the available map files. All the map files are optional. If the map files to be imported follow the recommended naming convention and are present in the same folder as the mesh file (.obj), they are detected automatically.
- Click Finish.
A progress bar appears at the bottom of the workspace, which displays the completion status of this import task. While importing, Fuse CC creates body parts from the input custom character files. When the import is complete, these body parts are available in the Editor panel in Assemble mode.
Note:
When you are working with Modest Mode enabled (Edit > Preferences > App Options > Modest Mode), Fuse CC applies an underwear over the imported custom body (torso) to hide the private parts. This underwear is an overlay mask that is applied at the time of import.
Note:
Before importing custom clothing or hair, first import the custom character on which they are modeled. See Import a custom character for the steps.
Ensure that you have gathered the required custom clothing or hair files and used the recommended naming convention for them. Naming the map files correctly enables Fuse CC to automatically link these files during the import process. See Create a custom clothing and Create custom hair for details.
To import custom clothing or hair files of your character:
- From the menu bar, choose File > Import > Import Clothing. The Clothing Import Wizard dialog appears. This wizard guides you through the import process.
- Clothing Import You begin by importing the mesh file of the clothing item or hair.
- Click Browse. In the dialog that appears, locate the mesh file (.obj) and then click Open.
- Click Next.
- Clothing Information The next step is to configure the metadata.
- Specify the following:
Display Name Input the display name for the imported clothing item or hair. By default, the name of the mesh file (.obj) is displayed.
Category Defines the category under which your custom clothing item or hair is organized. Select an existing category or input a category name to add it to your database.
Item Type Choose Clothing or Hair. This option determines how your item is textured in Fuse CC.
Clothing items use a substance which allows for up to eight different materials.
Hair items use a substance designed to render solid and polystrip hair.
Base Body Select the character your custom clothing item or hair is modeled on.
Note: If your custom clothing item or hair is not modeled on the base meshes (FemaleFitA.obj or MaleFitA.obj), first import the custom character on which they are modeled.
Search Tags You can provide a comma-separated list of tags to quickly search the custom clothing item or hair using those tags. - Click Next.
- Specify the following:
- Texture Files All the texture files are optional.
- Browse and select your custom map files. All the map files are optional. If the map files to be imported follow the recommended naming convention and are present in the same folder as the custom clothing/hair mesh file (.obj), they are detected automatically.
- Click Finish.
- Mask Information This step is required only when importing a custom clothing item and not for custom hair.
- If you used a color mask map for your custom clothing item in the previous step, input the display name for each clothing region masked out by the colors (Black, Green, Magenta, Red, or Yellow) used in the map. If you do not have a color mask for your custom clothing item, only input a display name corresponding to Red color.
- Click Finish.
A progress bar appears at the bottom of the workspace, which displays the completion status of this import task. When the import is complete, the custom clothing item or hair is available in the Editor panel in Clothing mode.
All the substance files and custom content that you import is stored in a database. You can browse the imported files in this database, manually add items or new maps, or remove the custom content that you do not require in Fuse CC.
To open the local database folder:
From the main menu, choose File > Browse Imported Files. The local folder that contains your custom content opens.
Adobe Fuse is no longer in development and will discontinue support on September 13, 2020.
For detailed information and assistance, see Adobe Fuse end-of-service FAQ.
Important notice for Mixamo customers.
We’re retiring features and services on this site, learn how this affects you. Visit http://blogs.adobe.com/adobecare/2017/05/23/download-assets-from-mixamo/.
We’re retiring features and services on this site, learn how this affects you. Visit http://blogs.adobe.com/adobecare/2017/05/23/download-assets-from-mixamo/.
Adobe Fuse CC (Beta) allows you to import and use your custom body, hair, and clothing for building your character. Creating custom content for Fuse requires prior knowledge of some advanced 3D concepts and third-party softwares. See 3D visual glossary to help you get started with the key 3D concepts.
Content Creator Pack
You can download this pack to begin creating the custom content. The package contains the following:
- Two base character meshes - MaleFitA.obj and FemaleFitA.obj. You sculpt your custom body over this base character mesh, and also model your clothing and hair on it.
- Example 3D geometry definition files (.obj) and input texture maps for creating character, clothing, and alpha and sculpted hair. You can use these example files as a reference while creating custom content.
- UV map images showing 2D representation of the Fuse body. You must use them as a UV guideline for creating a custom body. These UV map images help you to identify the different regions of the body; the base characters MaleFitA.obj and FemaleFitA.obj characters already have the correct UVs laid out.
Fuse Character Models
To download this package, choose File > Download Content Creator Pack from the main menu.
To define the characteristics and properties of your custom content's mesh surface, you have to input certain texture maps. These maps are 2D images that are wrapped around the model. Input maps are optional but recommended. These maps enable Fuse CC (Beta) to reuse your assets and provide better customization options.
Adobe Fuse Cc
In Fuse CC (Beta), the textures for the custom content are generated from the following key input maps:
- Normal map
- Aged Normal Map (additional input map for bodies only)
- Ambient Occlusion map
- Occlusion Mask map (additional input map for clothing and hair)
- Detail Overlay map
- Color Mask map (required for clothing only)
- Alpha Switch Mask (additional input map for hair only)
Here are some general recommendations and tips for creating custom content for Fuse CC.
- Fuse CC work best for human character designs. You can also create near-human characters like orcs, trolls, elves, gnomes, dwarves, pixies, and other humanoids.
- Non-human characters do not work with Fuse CC.
- Reverse joints in your custom characters do not rig correctly and hence not recommended.
- Full hands are required in the body of your custom character.
- Large protrusions like horns in the body are not recommended.
- Design your custom clothing to fit to particular areas of the body. Contain the clothing to the head, torso, or hips and legs to get the best results.
- Custom clothing draped around the legs looks and functions fine in Fuse CC. However, if you use the auto-rigger and Mixamo animations, the draped clothing is rigged to each leg and does not unfold or flow.
- Capes, cloaks, or other clothing items with a long trail do not rig properly.
- Short custom hair contained to the head region works best.
- Similar to the custom clothing, long hair are rigged to the body skeleton.
- Longer custom hair should be fitted to the neck and shoulders as it is skinned to those.
- Hair longer than the shoulder blades gives strange results.