Fuse
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Fuse to Unreal Engine 4 - Tutorial
By Binary
How to port a model made in Fuse/Mixamo into a Unreal Engine 4 game or the editor.
   
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Requirements
Unreal Engine 4[www.unrealengine.com]
Fuse
A Mixamo account[www.mixamo.com]
Creating the model
To put together a model please check out this tutorial over here : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=221959948
Rigging the model
In Fuse, click File->Animate with Mixamo. You will have to log into Mixamo.com to continue. In a minute or two the required files will be packed and uploaded to Mixamo, Fuse will open your web browser and it will connect to the Rig site. NOTE: at the time of this writing, the Mixamo Unity Web Plug in DOES NOT support Windows Internet Explorer Version 11.x. in either Full or Compatibility modes. Mixamo is aware of the problem and is working to resolve it.

Now that you're on Mixamo.com, follow the prompts to rig your model. Make sure to activate symmetry because Fuse's models are symmetrical and you are safe to do so. For elbows and knees, you'll have to play it by eye to find where they are, you can usually find those based on where there are wrinkles. This is my setup:


Now test out your model. Make sure that it's rigged well enough to where the elbows and knees are where they should be, and that the head moves how it should. If you're happy, click the green "Finish" button and on the next page, hit "Download." If you have run out of free rigs, you will be asked to purchase it here, but otherwise a discount should be applied and you should not have to pay more "credits" to get it.

Click on your model from the list (it will be something like FuseModel-I10412) and ask for the T-Pose version, and then from the drop-down next to download, select FBX (.fbx) as your file format since we're using UE4.
Importing the model
To import the model follow the following steps :

1) Go to the content Browser and click on "Import"

2) Import your model

Use the following settings :


3) Import your animation

To import your animation select "Animation" and select a skeleton.

4) Applying the animation

To apply the animation, get your model in your scene and then just drag & drop the animation.

Errors :

If you get the following errors :

Warning An out of date FBX has been detected.
Importing different versions of FBX files than the SDK version can cause undesirable results.

Unreal Engine 4 (as I write this) currently uses an older SDK then Fuse uses, just ignore it.
Results !
Here's the result of our tutorial ! :

If you have any questions or need help, please leave a comment below.
18 Comments
Gierownik 19 Dec, 2022 @ 6:36am 
who are you so wise in the ways of science?
`MommyAdaWong.~ 12 Nov, 2021 @ 9:41am 
i have error 299. Help me..
TheCreator1939 15 Nov, 2016 @ 3:59pm 
does it need to be rigged for it to work in unreal because I want to use my model as the player model
Megalomaniakaal 29 Apr, 2015 @ 11:36am 
Hi this may be a dumb question, but do the characters/rigs here respect the UE4 third person templates skeleton, eg. does the mesh & animation fit it or does it end up as some new skeleton I need to set up?

My concern is that I also have some extra animations bought for the TPP template skeleton that I want/need to use.
Sorrien 20 Sep, 2014 @ 1:35pm 
How can I use the maximo rigging with the starter animation pack that was in the unreal marketplace?
RomanRichter 1 Jul, 2014 @ 8:49am 
Warning Warning: No smoothing group information was found in this FBX scene. Please make sure to enable the 'Export Smoothing Groups' option in the FBX Exporter plug-in before exporting the file. Even for tools that don't support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing.
RomanRichter 1 Jul, 2014 @ 8:49am 
Sorry, my bad =)

That error i get when import character

Warning Warning: The following bones are missing from the bind pose. This can happen for bones that are not vert weighted. If they are not in the correct orientation after importing, please set the "Use T0 as ref pose" option or add them to the bind pose and reimport the skeletal mesh

mixamorig:HeadTop_End
mixamorig:LeftHandThumb4
mixamorig:LeftHandIndex4
mixamorig:LeftHandMiddle4
mixamorig:LeftHandRing4
mixamorig:LeftHandPinky4
mixamorig:RightHandPinky4
mixamorig:RightHandRing4
mixamorig:RightHandMiddle4
mixamorig:RightHandIndex4
mixamorig:RightHandThumb4
mixamorig:RightToe_End
mixamorig:LeftToe_End
Binary  [author] 1 Jul, 2014 @ 8:10am 
Look at the comment down below.....
RomanRichter 30 Jun, 2014 @ 9:22am 
Thanks for manual, it's work as i need it =)
but, i get strange error about bones o_O when imported base model, animation imported without problems, and i don't know why, imported model has no texture on it
DJ_Lectr0 28 Jun, 2014 @ 6:23am 
Ok nevermind, you have to select under advanced options import materials and textures