Announcement

Collapse
No announcement yet.

Help with getting Mixamo characters into Unreal

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Help with getting Mixamo characters into Unreal

    Hello I am going to receive some tutorial lessons using the unreal engine with Mixamo characters. However at the moment I am having some trouble getting Mixamo files into unreal with animation. I switched to Mixamo from iClone since it didn't seem like many people used it here. There our many options for exporting animation files even several with FBX format. For example, there is a unity option that exports the file and even includes a script and a character controller automatically. There is no such option for unreal. So I am having trouble getting the characters into unreal with animation and I don't know exactly the order and the proper options to use. I was wondering if anyone can share how they have been using this. This would save me a lot of time so that I can do preparation ahead of time. Basically also the videos seem outdated regarding this matter. So if possible if anybody knows an updated video tutorial that directly talks about exactly how to export your character from Mixamo and animating it in 3rd person mode, or they do not cover enough do get you on your feet. I would be extremely grateful, or any other hints or small pieces of advice would also be of extreme help. The pass for Mixamo cost me a lot of money and I would really be upset if I could not properly get characters set up in the unreal engine. Thanks so much and I appreciate your guys time and responses on this forum. Thanks and I hope to hear from some of you exports :-)
    Last edited by malospam; 07-27-2014, 01:21 AM.
    Unreal/Unity Blog http://unity-unreal.blogspot.com/

    #2
    to be honest i just did this with few problems, i bought Fuse a while back on a Steam sale so i thought i'd give it another look when i saw your post.

    1. create your character in Fuse
    2. upload to mixamo and auto-rig
    3. add your anims and download

    ok the problems i mentioned are
    1. the auto-rig doesn't have a "root" bone at 0,0,0 this could cause problems in game
    2. the locomotion anim set (now free) is well not much use, the anims import fine but are ca:- 600 frames long must be a problem from the mixamo end as they show this length in the autodesk fbx veiwer
    3. having some material problems , parts flickering not too sure why atm

    feel free to ask more, i'm not to sure where your stuck
    UT40K:The Chosen - Warhammer 40,000 for UE4
    ut40kgeodav - UE4 Tutorials

    Comment


      #3
      There are so many questions at each step of the process, such as which features to import, etc I was kind of wondering if a step by step tutorial existed because it seems like just one wrong checked or unchecked feature can ruin the whole thing. Does such a tutorial exist or is it just a matter of making mistakes over and over until I get the proper import. I am sorry I seem dumb in the process, its just I'm used to everything already being setup in Unity, so I never really understood what happened behind the scenes.....sigh....If you can send a link or refer me to a video that would be great. Thanks again!
      Unreal/Unity Blog http://unity-unreal.blogspot.com/

      Comment


        #4
        ok i'll see if i can do you a video tomorrow, i'll just run through the workflow as i'm limited on how many auto-rigs i can do
        UT40K:The Chosen - Warhammer 40,000 for UE4
        ut40kgeodav - UE4 Tutorials

        Comment


          #5
          I had some trouble importing the free locomotion pack .
          but finally, I donwloaded it as a zip file and then i imported the animations with the option "animation time".
          The problem with these animations (i dont know with the other Mixamo animations) as GeoDav says, is not having a root bone associated.
          the animation of this free pack arent eligible as "in place" , so you will end up dealing with Anim Montages (which is an agony for a non artist programmer like me) and you cant use blends (comming in next updates i think).
          Last edited by Alexarg; 07-27-2014, 07:29 PM.

          Comment


            #6
            Thanks so much Geodav! You will be doing me a favor, and I think also a service for the whole community for sure. Please keep me updated!
            Unreal/Unity Blog http://unity-unreal.blogspot.com/

            Comment


              #7
              I hope Geodav can explain where this issue shows itself in the process. I must admit though, I am quite SURPRISED that there is not a step by step detailed tutorial for getting characters from Mixamo and setting them up for control in Unreal given the fact that Unreal is one of the standard accepted engines in Indie development(and also non-Indie), and also that Mixamo is also widely used. Because if you go to the export part in Mixamo, it has a special fbx that it exports for Unity, WITH a script and a CONTROLLER!!! I think Unreal deserves this same treatment!!
              Unreal/Unity Blog http://unity-unreal.blogspot.com/

              Comment


                #8
                You will have trouble with the following parts when you go from Mixamo Fuse to Unreal:
                You will need to MANUALLY (they said they will fix this in an August update) remove eyelashes into a separate material. You need to make this a translucent material. Hair will also not render correctly, but it will look mostly fine if you use translucent ONE SIDED materials.

                I got most of this working, but as Geodav pointed out - autorigging is quite expensive by them and has some weird issues. However, automatic weights option in Blender doesn't appear to work for me for some reason with these meshes (it appears that they aren't exactly mirrored). If anyone has managed to skin the character in blender themselves that was made in mixamo fuse I would like to see some tutorials if possible. (Even if it would be manually painting weights I guess).

                Comment


                  #9
                  This is a bit upsetting for me, because I was really going to rely on Mixamo for a project. If there is not going to be a straightforward solution I guess I can use Unity in the time being
                  Unreal/Unity Blog http://unity-unreal.blogspot.com/

                  Comment


                    #10
                    Guys,
                    The folks at Mixamo are very aware of the flickering materials problems and are looking into some models I sent them about two weeks ago to determine just exactly what is causing the problem. I know that this started after Fuse 1.1 and Unreal Engine 4.2.1 hit the streets because that's when it started happening to me. If you have any problems, talk to Chantel Bensen or Tyler Georgeson at Mixamo. They have bent over backwards to help me with my characters. I know that they are busy working on solving these problems so hopefully there will be a solution shortly. Also, they where both at the Unreal developer meet in SF about a week ago.

                    Comment


                      #11
                      One of the reasons to purchase the FUSE program on steam is that you get two free rigs a week for fuse characters if I remember the deal correctly.

                      Comment


                        #12
                        uploading now, a run thought of what i found when using Fuse/Mixamo , shows some of the issues with the anims, atm not a lot i can do about fixing them

                        http://youtu.be/8WNTPrScvvc
                        UT40K:The Chosen - Warhammer 40,000 for UE4
                        ut40kgeodav - UE4 Tutorials

                        Comment


                          #13
                          Guys,
                          I sent an email to Chantel Benson at Mixamo about this thread and the issues and here is her response

                          Bruce,

                          Thanks for alerting us to the thread! We are actually putting together a workflow for this this week! It should be up on Thursday and good news is that the most recent version of Fuse, to be released next week, has fixed some of the issues - eyelashes being one of them.

                          Root motion is still dealt with differently but we'll address that in the workflow.

                          Thanks!
                          Chantel

                          Comment


                            #14
                            Originally posted by Demolition Man View Post
                            We are actually putting together a workflow for this this week! It should be up on Thursday...
                            That's great news! It must be what Dana mentioned in the last stream about an animation related surprise for the next stream.
                            FREE Lightshow
                            FREE VR Drum Kit Project

                            FREE Color LUT Collection
                            FREE Physics Driven Spacecraft Project
                            FREE GTA Style Vehicle Interaction
                            Dynamic DoF(Depth of Field)
                            Camera Crossfade

                            Comment


                              #15
                              Hey GEO!
                              I watched your video with great interest today. One thing I noticed on the Blender Website is that for the 2.72 release that is scheduled to hit the streets end of August that they are working on adding .FBX import into blender for models with armatures and possibly animations! So we might be able to bring these things into blender in the near future and work on them and then re-export them out to .FBX format soon. FYI.

                              Comment

                              Working...
                              X