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Before we begin, make sure you have Adobe fuse installed (you can get it for free from the Adobe Creative Cloud App) and an Adobe account to sign in to Mixamo (also free).
Herosuit is a superhero costume bodysuit for Adobe Fuse CC Male figures. Download it on Patreon. Clothing Set 15 - Sport Clothes 1 for Mixamo Fuse, Unity3D and Poser Pro 2014 Ga. Clothing Set 13 - Female Pirat for Mixamo Fuse, Unity3D and Poser Pro 2014 GameD. Clothing Set 12 - Long T-Shirt for Mixamo Fuse, Unity3D and Poser Pro 2014 GameD. Clothing Set 11 - Short Dress for Mixamo Fuse, Unity3D and Poser Pro 2014 GameDe. Clothing Set 10.
- Launch Fuse. Due to Adobe losing interest in Mixamo and Fuse, there is currently no Dev team on the project, and thus quite a few bugs have appeared that won't be fixed anytime soon. One such example is that you will have to spam click the shortcut multiple times (around 20) to open the program! A way to speed this up is to navigate to this directory in your Fuse Install
C:Program Files (x86)AdobeAdobe Fuse CC (Beta)CodeBuildOutputFusebinRelease
in command prompt and then run the commandFuse.exe
a few times. This will open it far faster (usually just enter the command 5 times). - Make your character! All the tabs are quite self explanatory (e.g. assemble is choose body parts, Texture is for choosing textures). One thing to note is that in the
Assemble
tab, the body parts withscan
in the name will be of higher quality due to them being scans of real people. In theCustomise
tab, change the size of different limbs and facial features (we recommend not changing anything in theFace
section or anything that might change the appearance of the face permanently emotionally), and then in theClothing
tab select the clothes you want the character to wear. A good source of not too expensive clothing if the ones included do not suffice is this store here. - Texture your character. Now that you've selected your clothing and customised your character, you can texture the pieces of clothing in the
Texture
tab. Click on a piece of clothing and in the bottom right switch between each section of the clothing, selecting textures from the bottom center of the window. You can change essentially everything, from colour to pattern to roughness etc. One last thing to do before exporting is to click Edit then preferences in the top left and ensuring under export options that remove occluded polygons is ticked, undertexture packing options
ensurepack texture maps and UVs
is ticked and that the size of Packed Maps is 4096, and under app optionsAllow 2048x2048 Clothing Textures (Experimental)
is ticked, before clicking ok.
- Now click on each piece of clothing and the skin and under
General Parameters
the texture resolution for each is set to something reasonable. For example, for an 3rd person character, the shoes and belt (if your character has one) will be very far away from the camera, and thus can have a lower texture (e.g. 1024x1024 or 512x512 at the lowest). But, things like the shirt and trousers and skin/face will be closer, and thus should have textures of 2048x2048, 1024x1024 at the lowest. The reason we have to compromise is because Fuse will crash if all the textures are too high when exporting. Hair should always be at 2048x2048 because one of the ways we will apply the hair textures means we do not get as much quality as shown in the Fuse preview (especially important for longer hair were individual strands are visible).
- Once you've finished that, save your character and in the top right click
Send to Mixamo
. When it's done it will open a window in your browser where you will login to your adobe account on mixamo (if you weren't already logged in) and then it will bring you to the auto-rigger. It will calculate some things (about 2 minutes) and then ask you what type of Skeleton LOD you want and if Facial Blendshapes should be enabled. We recommend leaving Facial Blendshapes as enabled for facial animations and leaving the Skeleton LOD as Standard Skeleton (65).
- Alternatively, if that fails, takes too long, or crashes you can go to the top left, File, export, Export model as OBJ (make sure Export in New Folder is ticked) and then right click the folder it exported to, then send to, Compressed (zipped) folder. Then go to the mixamo website, login and click
Upload Character
and drag and drop the zip file. Now, go through the auto-rigger steps when that pops up. Sadly, with this method, you lose the facial blendshapes (lets you animate the face) and thus I do not recommend this option.
- In the mixamo viewport on the right, you will notice our character does not look as nice as it did in Fuse; don't worry! Mixamo doesn't apply all the textures to keep performance in your browser fluid. Now we need to choose our animations, click
animations
in the top left and search for 'walk' or 'walking' and then 'run' etc. When you find an animation you like make sure in place is not ticked and then clickdownload
. In theDownload Settings
popup, leave format as fbx, set skin to without skin (or for animation packs no character), set Frames Per Second to 60 and leave keyframe reduction as none. (For a moving animation like walking, you can click the camera icon above the pause button in the viewport to have the camera follow the character so you can see how fluid and natural it looks). If you want to change any of the other parameters likeoverdrive
(speed), orcharacter arm-space
before downloading then you can.
- A thing to note is that mixamo have animation packs for archery, swords, magic etc. (search for 'pack'). For example, the Bob character in our GameKit uses the locomotion pack + a few other animations like a jumping while running anim and a punching animation.
- Once you've downloaded a walk animation, a run animation, two jump animations (one idle and one while walking/running), a melee attack animation (e.g. punch or sword swing) and a ranged animation (e.g. holding a gun (but then you need walk animations and run animations with a gun being held) or a magic attack) you then need to refresh the page to remove whatever animation is playing in the viewport and, without an animation in the viewport, click
download
. In theDownload Settings
popup, leave format as fbx and set pose to T-pose. This will download your character.
- We recommend structuring your folders like we have in GameKit, where the character's fbx file is in the character names' folder, or as close to it as reasonable (e.g.
GemAssetsBob3rdbob3rd.fbx
) and the animations go into ananims
folder (e.g.GemAssetsBob3rdanims
).
That's it for Part 1! Click for Part 2, where we will be editing the textures of our character to work properly!