Has anybody created or can create a step by step of taking a character from Adobe Fuse Grabbing the files from Mixamo and then working with them in Max or Maya to export them correctly for use in Lumberyard. I’ve been struggling with that for a few days. Its so easy to do this in other engines. Any thoughts or help would be much appreciate and would really speed up prototyping immensely.
Sorry we don’t have a tutorial that covers your specific workflow, but I can get this added to our list of tutorials. If you happen to figure this out yourself before we get a chance to, you’re always welcome to share your experience with others as well!
Is it the same way as it was with cryengine ,please let know
Agreed, the fact that you cant import from any 3D package (i use MODO and Maya but not everyone has Maya) or simply via FBX has halted my tutorials for this engine…Kinda bums me out that this was a first priority seeing as this seemed to be a big attraction to Indies.
We’re checking to see if we have any experts with the Adobe Fuse and Mixamo workflows. This was added to our list of tutorials to have created. We understand that the restriction of Max and Maya currently is not flexible enough for our users, so we have been focusing efforts on the FBX Importer pipeline instead rather than more specific DCC workflows. The current state of the FBX Importer is limited to static objects, so we appreciate your patience as we continue to work on the additional character and animation support.
Is there not anyone from Amazon going to elaborate on this? There are a lot of us using Adobe Fuse with Mixamo.
The whole character import process needs elaboration as to what we are to expect. Nobody wants to waste time learing a new engine only to find you are stuck with using only meshes/anims from one or two high end 3D programs. And yes, I do realize this is still in beta but groundwork for character import/anims should be at least partially know.
So, here is an
outline of how to import Fuse characters and animation to Lumberyard using
Blender and the free CryBlend add-on (In the video description of the first
CryBlend video tutorial I linked to above, feedbackex posted a summary of the
process. I will go through these steps one by one and try to explain how this
relates to Mixamo/Adobe Fuse characters )
first thing to note is that you have to export the Skeleton and the Skin of the
characters separately. If you import a Fuse character with skin included, I’d
recommend to delete the it before you try to export the skeleton. You will
export the skin(s) by themselves later. It’s not a problem if the skeleton is
animated though. After you exported the skeleton, you can export the animation
using the same Blender scene.
second thing to note is that while it seems to be a very lengthy process at
first, it is actually pretty quick, if you know the process. And you do not
have to do all the steps all over again if you just want to export a new
animation or a new skin.
Exporting the Skeleton
1 - Add a Armature
a Mixamo Fuse FBX or DAE-file. I’m still not sure, which format is the
best choice. At first I favored DAE because it tends work better with
Blender, but currently the DAE-exporter of Fuse seems to be broken. For
whatever reason at one point the DAE animations did not work anymore. So I
mostly use FBX nowadays.
2 - Rotate it towards the positive y axis
have to rotate the skeleton so that it faces the correct direction. You
can do that with the hotkey sequence r -> z -> 180
3 - Apply rotation.
to Lumberyard won’t work if the transform isn’t applied, so you have to
apply the rotation. You can do that with pressing ctrl-a ->
“rotation” . (It might
also be a good idea to use CryBlendMenu->BoneUtilities->“ApplyAnimationScaling”
at this point, not 100% sure though; I’ll have to try again tomorrow)
4 - Skin it with a primitive.
the video tutorial feedbackex uses a single triangle for skinning. I guess
it is possible to use other primitives but I never tried. (The primitive
will be invisible in Lumberyard) To skin it with the primitive, select
both -> press ctrl-p and select “automatic weights” .
all vertex groups in primitive
then have to add a root bone to the skeleton, which can be done with
CryBlendMenu -> Bone Util -> Add root bone. Scale it down
5 - Add UV and Material to primitive.
a UV map, and vertex group named “root” to the primitive and assign a new
material to it
Select both, primitive and armature.
7 - Add chr export node.
nodes" tell CryBlend what to export to Lumberyard. As the name
suggests a chr export node exports a character skeleton to Lumberyard. You
can add one by opening the CryBlend menu and select “add export
node”. Select CHR in the “Type”-DropDownBox and give your
skeleton a name (Remember the name)
8 - Select primitive material and do name it.
expects a certain naming convention for this material, which looks like
can type in the name yourself, replacing “SkeletonName” with the
name you gave the chr export node and replacing the
“materialName” with the name of your material. CryBlend has
tools for doing this automatically, though. Select the material, go to
CryBlendMenu->“Do Material convention”
(9 - Rename armature object data name same with
armature object name.)
don’t think this step is necessary anymore
10 - Export it.
export it, go to the CryBlend-menu and select “Export to game”.
Make sure to check “export to lumberyard” in the export
settings. Otherwise it will try to export to CryEngine and it wont be
export animations you have to setup the armature the same way as described
above, so you used an FBX file with animation data when exporting the skeleton
you can reuse the Blender scene from before and don’t have to go through all
the steps again.
export the animation you simply have to go to the Object panel in Blender’s
properties viewport and in the groups panel rename the group
“skeletonName.chr” to “your_animation_name.i_caf”. In case
you have not already done it in step 3 above, you now have to use
the animation won’t export with the proper scaling and if you would just use
Blender’s “apply scale” it would mess up the animations. Then just go
to the CryBlend-menu and select “Export to game” again and it should
can use Blender’s Action Manager to replace the animations by different ones.
This way you don’t have to do the skeleton setup again if you want to add new
animations to your game.
all the vertex groups are already setup
properly for Fuse characters, exporting the skin to LY is quite
straightforward. Import the skin, rotate it to face the right direction (step 2
above), apply transformations (step 3 above), and add a skin export node. Add
and assign a new material to the skin using the same naming convention as above
you then click export you should hopefully have a *.skin file in your export
Just noticed this thread…
I actually succeeded in using the free Blender addon CryBlend to import Fuse characters, skins and animations to Lumberyard. If you know how to do it the process is even pretty fast and straightforward. The official cryblend tutorials outline the process (you might want to reduce the playback speed)
I’ll probaly won’t have the time to create a full-fledged tutorial for importing Fuse chars into LY, but I made some notes when I last imported Mixamo chars to LY (so I do not forget how to do it), which I can post later today when I get home. Maybe this will be of help for some of the people who do not own Maya or 3ds max but still want to try animated characters in LY.
Thank you for provided such a detailed walk through on this! The community appreciates I’m sure.
Have you tried this on 1.5? doesnt seem to work…
Thank you VERY MUCH!
If someone would please point me to a good tut on how to do this in CryEngine I would be estatic,.
For CryEngine it should work the same way (CryBlend is actually made for CryEngine, but now also supports LY)