Mixamo Animation Retargeting

Hi! Not “formal” but we hope to submit it in the next 2 weeks.

Hi! Unfortunately this is “out of our control”, as the packaging for the marketplace is done by Epic and not by us (e.g. our plugin does not depend on the HTTPChunkInstaller module). Anyway I can share the build instructions we distribute to the Gumroad users, they surely work: Unique Download Link | WeTransfer . There you’ll find the build instruction for the source distribution, simple version: make your project a C++ project adding an empty C++ class, copy our plugin as a “project local plugin”.

Hey,

Great plugin. I was curious, is there a way to get rid of the imported skeleton, and have my mixamo character run entirely off the default unreal skeleton? I dont want to be managing dozens of different skeletons for my projects, and duplicating animations for each one.

Doing assign skeleton doesnt seem to work, and unreal wants to add the mixamo bone names to the unreal skeleton.

Cheers!

hi, i just bought this plugin and i want a refund, its totally useless for me… all animations have wrong rotations… i can buy it again if its better but actually its absolutely useless

Hi! Thanks :slight_smile:

Not sure it’s possible to completely “remove” the original assets, as they are used at run-time by UE4. I would have suggested the “assign skeleton” action too, but clearly it’s sub-optimal. UE4 reference bones by name, this is the reason it makes the “union” of them (it keeps the old ones to be able to use the old animations and add the “Mixamo” ones to be able to use the Mixamo animations).

Maybe others have some tips to share.

Hi! I’m sorry you’re having trouble with the plugin. I have no idea of your issues, so if you want to share more data here we can look at them. The only “issue” reported with animations is the twist of some articulations in some configurations, that can be fixed properly skinning the mesh. If you want ask a refund, you have to contact Epic following their instructions here: https://publish.unrealengine.com/faq/ .

Hello. Not sure if I missed this, but i have problem with deformation. I downloaded the “Zombie Running” animation from mixamo. I tried few different models but this same problem persist. The character foot will deform like in picture. Is there way to avoid this or how can i fix that? Thanks!

I downloaded character from mixamo. I retarget it and then duplicated animation to use UE mannequin. The animation with the original characters works fine, but the mannequin has the problem.

However, i get the strange message implying those deformations while importing models. Not 100% what i need to do in this case.

edit: Got it working. If using the mobile mannequin, retargeting isn’t working correctly. I switched to desktop mannnequin and it works now.

Thanks for the update (in fact we were not able to reproduce it :slight_smile: ). I suspect the reason is that the mobile mannequin has fewer bones.

Would it be potentially possible to rename the bones in the mixamo skeleton to match the unreal one through code? Im just looking for the ideal way to fully eliminate the mixamo rig, and use unreal’s default rig and get my fuse characters working on the unreal rig.

Just purchased this great plugin, right now I’m getting awful distortion on the wrists of my character and have a couple of questions regarding this:

1.) Can I export the re-target pose the plugin creates on my Mixamo Fuse character (The A-Pose that matches the default UE4 mannequin) to an animation or an FBX? I want to export that pose to 3DS Max and see if I more easily re-skin the mesh to the proper UE4 skeleton.

2.) Alternatively, would it be possible to add a feature that adds the twist bones back into the Mixamo skeleton so that the wrist distortion is fixed?

Thanks

It’s surely possible to rename the bones, but I have no idea how complex it could be if done in-editor. We leverage the animation retargeting framework, changing bone names would require a different approach. In addition you would loose the “connection” with the animations, as they reference the bones by name.

Hi! At the moment I suggest to going on with point (1): open the modified character skeleton (after run “Retarget Mixamo Skeleton Asset”), open the “Animation” tab, select an animation, then in the viewport “Show > Retarget Base pose”. Finally: “Create Asset” > “Create animation” > “Current Pose”. You should end with a 1 frame animation of the retargeting pose that you can export to FBX.

Hi, thanks so much for the suggestion - following your advice I was able to export the pose as an FBX, however when trying to import the FBX to 3ds Max it crashes. I’ve tried several versions of Max with the same result, is there something I’m doing wrong?

Right click the skeletal mesh in the UE4 browser to export. I believe it’s in Asset Actions. Don’t have it open now. Yes, I’ve tried this and succeeded in using it with:

Mixamo characters
MakeHuman Characters
ManuelLabs Blender plugin Characters
Daz3D Characters

If they have the same basic human structure with approximately the same amount of bones, it’ll work. Sorry about the late reply, I didn’t realize I was quoted.

Hi, I am getting an error msg with 4.17.2 which says “This project requires the ‘MixamoAnimationRetargeting’ plugin which is incompatible with the current engine version”. I thought this was updated through 4.17 . . . any ideas how to fix this?

Hi! We have two news for you:

  • we submitted to Epic the update for UE4.18 (it’s already available to Gumroad users - check your account);
  • the new version introduces the previously announced feature “Generate Root Motion Animations”!

The “Generate Root Motion Animations” action allows you to create a standard UE4 root motion animation from a Mixamo animation. To use this feature, you must import both the “normal” Mixamo animation and its “in-place” version. Unfortunately it’s impossible to compute a correct root motion animation without both of them. After having imported them, select the skeleton, run the “Retarget Mixamo Skeleton Asset” action if not already done, then run “Generate Root Motion Animations” contextual action and follow the on-screen instructions (shortly: you must select the previously imported normal and in-place animations). You’ll end with a new root-motion enabled animation for your character!

Hi, update for UE4.18 is already available on the marketplace (thanks @ Epic!).

Hello,

Your plugin looks just perfect but could you provide a Linux version once bought ? (in private of course)

Thank you !

Unfortunately we don’t have the resources to maintain a Linux version. Anyway it should “already works”: add the plugin source code (available when you download it from the marketplace) in your project and it should work out-of-the-box. Here the instructions for Gumroad users to build the plugin for the “source distributionWeTransfer - Send Large Files & Share Photos Online - Up to 2GB Free , simple version: make your project a C++ project adding an empty C++ class, copy the plugin as a “project local plugin” (under the [FONT=courier new]Plugins/ subdirectory of your project), when you open the project the editor should automatically compile it.

It won’t let me install to 4.18. It says there are no compatible engines installed.