Mixamo Animation Retargeting

Restart the Epic Games Launcher - after a new login it should detect the 4.18 update.

I replicated your issue. I notified Epic of the problem.

Now I click ā€œInstall to Engineā€ and it shows 4.18, but, after I click it nothing happens. Doesn’t start downloading the plugin or installing it. Very strange.

The issue should have been fixed now, you should be able to download/update the plugin to UE4.18.

This plugin looks amazing. Before I get started, I’m hoping someone can clarify some points for me. I currently have three models that I bought on TurboSquid and while all are from the same artist, their dimensions aren’t exactly the same (different heights, A-Pose slightly different). Do I need to standardize their size prior to submitting them to the Mixamo autorigger? Does Mixamo standardize the dimensions to its own models prior to rigging? I’ve tried importing one of the models and manually retargeted the UE4 animations to work with it, and it does work. As I understand it though, if skeletons are of different heights, they need to be retargeted separately, which means that I’d have to have four copies of each UE4 animation that I want to use (the original, plus one for A, B and C, respectively). Any guidance on this would be great.

Hi!

from my knowledge, Mixamo auto-rigger should be able to correctly operate on characters of any size. But I can’t guarantee.

Retargeted UE4 animations are adapted to the size of the target skeleton at run-time, using the Translation Retargeting options defined on the destination character.

If all of your skeletons are retargeted toward the same skeleton (e.g. the UE4 mannequin one), then you can retarget the single ā€œoriginalā€ animation to all other skeletons (Reatarget Anim Assets > Duplicate Anim Assets and Retarget) and UE4 will automatically adapt the animation to the different scales. Please note that animation retargeting is a sort of ā€œhackā€, so you could notice issues if characters have sensible topological differences.

Awesome, thanks! Off now to buy the plugin :slight_smile:

Any update on the shoulders sitting high when you use a imported Fuse character from Mixamo? How woudl I adjust the bones for now manually ?

As reported by other users, this should be a problem with a wrong rigging in the Mixamo Auto-Rigger. If you perfectly rig the character in the Auto-Rigger you should not experience such issue in UE4. Could you double-check please? if the problem persists, please send your character in a PM so we can investigate.

@, I was hoping that you could clear up something for me. When I convert a Mixamo skeleton to the UE4 mannequin skeleton, should the UE4 animations now be available natively to the new Mixamo skeleton, or do the UE4 animations have to be retargeted to the Mixamo skeleton? Thanks.

I have this problem as well. As per the referenced post, I was as OCD as I could manage in the Mixamo autorigger, but it made no difference to the model once it was retargeted to UK_Mannequin. Could there be something else wrong?

Edit:
I tried again (and again, and again) with other models that I bought on TurboSquid, and the all have the raised shoulders issue. If this is really a ā€œI’m too stupid to use Mixamoā€, then so be it. Any advice on what I could be doing wrong would be great.

Animations have to be retargeted. The reason is that an animation is always bound to a single, unique skeleton. The ā€œretargeting settingsā€ define the rules that control how the animations are retargeted.

To investigate the issue, we would need access to one of the faulty models. Could you please share one of this models in a PM using WeTransfer/Dropbox/Drive/…? Thanks!

@ PMed you with link to a shoulder faulty model - hope to hear from you soon

*edit: check only fbx file, ignore max file

I sent my model as well. Really hope this is fixable.

Does it work with makehuman?

The plugin works on skeletal meshes rigged using Mixamo Auto-Rigger tool. As long as your MakeHuman mesh is rigged using the Mixamo Auto-Rigger tool, it should work.

If I used one of the Infinity Blade characters would the Maximo retarder work? Could you do video on this? If you can do it I will buy. Does ā€œRoot motions animationsā€ work. You could illustrate this in the video. Thanks.

@ Do you have an update on the shoulder issue? I’m getting close to the point where I have to commit to either UE4 animations, or Mixamo ones. If the plugin works, I’d like to go with the UE4 ones.

Sorry but at the moment we can’t check compatibility with other assets. Maybe someone else here have already tried using Infinity Blade/MakeHuman characters and could help you. Anyone?

ā€œRoot motions animationsā€ work, meaning that you can play an existing UE4 root motion animation on a retargeted Mixamo character. Recently we added the option to create a root motion animation from the corresponding Mixamo ā€œnormal animationā€ and ā€œin-place animationā€ (both are needed).