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Mixamo Fuse on sale till may 26

Mixamo Fuse on sale till may 26

Postby AuShadow » 13 May 2015, 12:47

75% off atm, $25 USD so if we can get a good pipeline workflow to get these characters fully animated and a ready to go controller in skyline then will be a great buy, oh btw, its through Steam
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Re: Mixamo Fuse on sale till may 26

Postby SolarPortal » 13 May 2015, 12:53

thanks for the information. It seems good timing for a drop in price and free autorigs.
We will definately be looking at this now.
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Re: Mixamo Fuse on sale till may 26

Postby lordalmighty1 » 13 May 2015, 13:51

yeah I just spent my last £20 on it lol.. perfect time to buy :)!!
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Re: Mixamo Fuse on sale till may 26

Postby StarFire » 13 May 2015, 14:18

Yes just got our sweaty little paws on it too :D
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Re: Mixamo Fuse on sale till may 26

Postby lordalmighty1 » 10 Aug 2015, 13:40

so, its been sometime since fuse/mixamo was sold to adobe..
how is it working with skyline now adays?
i tried to import a model but for the life of me couldn't get animations to work or have textures on the model for some reason..
is there any tips or tricks for this please guys, i know you both got it working before with the dancing zombies lol.
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Re: Mixamo Fuse on sale till may 26

Postby StarFire » 10 Aug 2015, 13:43

Ok m8 I will schedule some time to write a blog showing how to get the character from fuse to Skyline. Sorry a previous similar request got lost in the recent upset/chaos but I will do it as soon as for you ;)
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Re: Mixamo Fuse on sale till may 26

Postby lordalmighty1 » 10 Aug 2015, 13:44

thanks star that be great :D
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Re: Mixamo Fuse on sale till may 26

Postby lordalmighty1 » 06 Oct 2015, 07:40

for those not in the know right now..

fuse/mixamo/adobe free to use all services etc for limit time. according to an email I got yesterday :D
get your models and animations now while you can :)
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Re: Mixamo Fuse on sale till may 26

Postby SolarPortal » 06 Oct 2015, 10:34

nice, thanks la1 for this information :)
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Re: Mixamo Fuse on sale till may 26

Postby epsilonion » 06 Oct 2015, 14:29

what I am doing is just downloading as skeleton then when I auto rig a char in the future when its not free I can still use the animations with the 3ds max plugin.

This way you can download all the animations in minimal time and apply the animations at your leisure.. helps if you have a big library of fuse models.. :D
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Re: Mixamo Fuse on sale till may 26

Postby SolarPortal » 06 Oct 2015, 16:05

We are downloading some animations as well :) Great deal of variety and can see some really cool characters in the future.

Is that max plugin the one where it converts the auto-rig to biped? or are you talking about a different one?
We just make a character in fuse, rig, import into skyline and add the animations straight on to it, then save back to hard drive. No Modelling package apart from fuse in the process.
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Re: Mixamo Fuse on sale till may 26

Postby lordalmighty1 » 06 Oct 2015, 17:45

I got the entire zombie animations now saved to a model.
will take a gander at the rest of the anim's later been real busy doing a decorating job for my m8's new house so I be busy for a few days yet still.
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Re: Mixamo Fuse on sale till may 26

Postby SolarPortal » 06 Oct 2015, 18:08

thats good la1, seems it is a decorating time.
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Re: Mixamo Fuse on sale till may 26

Postby StarFire » 06 Oct 2015, 21:36

got rsi from getting the animations, only 10 more pages left lol :lol:
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Re: Mixamo Fuse on sale till may 26

Postby StarFire » 07 Oct 2015, 18:02

Been looking at the adobe mixamo forums and everything you add to your account under the current TOS will be available to use indefinitely. So loads of available animations for our characters yay!.

We know that characters from fuse including animations must be used in a archived format provided by the game. In our case Skyline can be seen as the game and if fuse content was added to an Ark format including tons of animations we could provide a character system. What we are thinking is setting up a library of (1000s) of animations to cover most bases and sizes, all contained in an Ark, users could then add their own fuse character ( or use some we have already set up) and choose to add from the animations list in Skyline. The system would then bake this new character to an ark complete with a preset for access and use in your Skyline only game. This way it would be very quick to get the character up and running and not breach TOS. i.e. add anims from list and Skyline will set up the mesh and anim mapper, choose script and away you go. Well that s the theory lol

What are your thoughts?
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Re: Mixamo Fuse on sale till may 26

Postby lordalmighty1 » 07 Oct 2015, 18:24

I think that would be an amazingly great way of working :D. if you can do it like that?!. would defo save me a bucket load of time and effort I could make the chars from fuse then just use skyline to animate them all as and when and how needed!!..
maybe sneaky but I like stealth ninja like ops :lol:
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Re: Mixamo Fuse on sale till may 26

Postby TattieBoJangle » 07 Oct 2015, 19:38

How will you get around some of the animation problems as many of them don't work with other characters for example say you have zombie walk and you want to put that on a human character sort of thing some work some don't.
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Re: Mixamo Fuse on sale till may 26

Postby SolarPortal » 07 Oct 2015, 20:02

If all the characters are rigged through the auto rigger (e.g. Fuse Characters), then they all share the same rig and all the animations will apply and work the same way.

As for re-targeting to a different rig, we have a idea on how we can pull this off, but this one is a lot harder than the previous
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Re: Mixamo Fuse on sale till may 26

Postby TattieBoJangle » 07 Oct 2015, 20:08

If all the characters are rigged through the auto rigger (e.g. Fuse Characters), then they all share the same rig and all the animations will apply and work the same way.


Strange as I had 2 different models made via fuse used the animations from the first on the 2nd and it didn't work lol I will give it another go could have just been one of they things :lol:
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Re: Mixamo Fuse on sale till may 26

Postby SolarPortal » 07 Oct 2015, 20:32

remember if both animations have different scales, then they can have problems when added onto meshes and stretching the arms, which is what you get i believe. I am sure there is some way we could create a scaling though that would fit most or add the re-targeting to fit the new skeleton.

There is much more to think about and ways of implementing things that we haven't seen or thought about yet, but the general idea is good i think :)
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Re: Mixamo Fuse on sale till may 26

Postby TattieBoJangle » 07 Oct 2015, 20:48

nice perhaps you guys would be good enough to share the animations without the skin and set to in place save us doing them all :lol:
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Re: Mixamo Fuse on sale till may 26

Postby SolarPortal » 07 Oct 2015, 21:03

sadly, legally we can't download all the animations and provide the raw files as that breaches their license. What we will be doing is creating a character generator with full archived animations that will adhere to their license, but as StarFire said, everything would have to be archived (.ark file and preset file to use character).

But we do plan on having lots of animations that will apply to many characters easily. Think their library but with various sizes e.g. female, male, hulk, dwarf etc.... and this for different animations such as run, walk, attack etc.. so lots of work there. hehe :P
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Re: Mixamo Fuse on sale till may 26

Postby TattieBoJangle » 08 Oct 2015, 01:37

np m8 I just fired up fuse and downloaded them :P
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Re: Mixamo Fuse on sale till may 26

Postby epsilonion » 08 Oct 2015, 12:58

SolarPortal wrote:We are downloading some animations as well :) Great deal of variety and can see some really cool characters in the future.

Is that max plugin the one where it converts the auto-rig to biped? or are you talking about a different one?
We just make a character in fuse, rig, import into skyline and add the animations straight on to it, then save back to hard drive. No Modelling package apart from fuse in the process.


yes and you can use the animations you download just have to scale them to fit the new char...
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