Please Do! Not only will I buy it in a instant ue4 Marketplace,but I also buy it in Gumroad as well!
How do you export the UE4 Skeleton to Mixamo? And have you tried it with a Daz3D model?
I was hoping this plugin would help with twist distortion when applying UE4 starter animations to a Mixamo character, but I still seem to be having issues. Does anyone else have a solution to this issue?
i just bought this plugin to use my fuse character in my game but i think its not working.
Can you help me with replacing the default ue4 mannequin with my fuse character
I have the same problem, but I noticed that issue on Mixamo, didnât matter what character I choose, when it was a animations where It hold a firearm, then the wrist started to look weird.
Also I just bought the plugin, hopeing that is could fix some issues I had.
This was a serious problem for me at one time because I had a skinny character. There wrists, and elbows would fold. So In modelling program. I imported ue4 mannequin, and deleted skeleton. I exported my character from mixamo as tpose, and lined it up with ue4 mannequin 100% exact bones to center of mesh. duplicated my mesh, and then rebound skin to ue4. Painted skin weights etc. Then retargeting is easy as 123. Also 1 serious issue with mixamo is zooming in and moving the joints in the rigging area to the Center of the mesh exact, OCD exact, Frustratingly exact. if your wrist is a little close to the forearm it will twist up like an octopus. chin needs to be chin exact, ocd exact. Everything Rainman ocd exact, and the animation looks, and performs as intended.
99.9% of the time when I see someones mixamo issues. They didnt rig their character exactly perfect in mixamo.
The thing is, Iâm not manually adjusting the rigging on mixamo, Iâm using the Fuse character creator and the skeleton it creates for that. That said, Iâve also tried manually setting points on mixamoâs auto rigger and had the same results.
This can also be with vertex weights, but when I ran into problems like this i ended up painting skin weights, and then moving and adjusting the arm in Ue4 animation editor, and then set the key.
There is also the UE4 plug in called alright rig that can help with that. I hate skin weights. They give me OCD. I have nightmares about vertexes flying in my dreams. Other than that. A lot of the issue is with twisting the wrist joint. This is where Epic put in the twist bone at forearm. It helps with the skin weights as you can adjust the elbow position a bi, and paint some of the wrist weights to the twist. Then when in that pose you can rotate the twist joint to smooth the wrist without moving the hand. I would only light touch around the wrist to give you a 70/30 division.Iâll look for my shooter character, and see about shooting a picture of the weights.
Thanks for the insights!
Hi i cant seem to get rootmotion workingâŚi have checked both the source and target skeletons and both have root bone, i have also enabled rootmotion in the details tab. it doesnât do anything. can someone help me please
Epic released it this past night! Update for 4.17 is now live on the marketplace too.
Hi! At the moment, Root motion works only with existing UE4 animations: thanks to our plugin that adds the root bone to the Mixamo skeleton, you can use an existing UE4 root motion animation with it. The opposite doesnât work at the moment (âtransformingâ a MIxamo animation to a UE4 root motion animation). For this later case we are working on a solution.
Hi, thankyou for getting back to me. can you elaborate on âexisting UE4 animationsâ ? if i cannot use the animations i have imported i donât see what use this plugin brings? forgive me if i sound rude as that is not my intention.
Hi! No problem You can import and use Mixamo animations, but they are not compatible with the âroot motionâ system. The plugin doesnât help on this particular issue (at the moment). The plugin applies a set of fixes to the character skeleton, to help in animation retargeting (so that you can use existing UE4 âroot motionâ and âordinaryâ animations with them - or use Mixamo animations on other UE4 characters). Converting a Mixamo animation to âroot motionâ is something we are working on.
To elaborate the âexisting UE4 animationsâ: this plugin adds a root bone to the imported Mixamo character, so if you have an already existing âroot motionâ animation you can now correctly play this animation on the modified Mixamo character.
Hi guys, while we all wait for the oficial root motion fix, hereâs a workaround to manually fix it with blender: workaround root motion - YouTube
Hi! Thanks for the tutorial!
Hello,
do you have an ETA on the root motion fix/support (translating mixamo hip movement to root movement in unreal)? Appreciate the plugin so far!
I need a way to install this I bought it from marketplace but need it on the source built version of unreal Im working with? Im working with 4.16 source release on a project and get this error.
Part 2 of the error