Unfortunately analyzing and working on the issue will require time, we scheduled it and we don’t have an ETA at the moment.
As you can imagine, that’s disappointing news. If it is such a low priority for you to confirm if your plugin does works, that’s your prerogative, but I cannot wait an indefinite amount of time so I will ask Epic for a refund. Thank you for your time.
this problem was raised long time ago… disappointing
Hello ! I would like to buy this plugin, but I need to know some things. First of all, this plugin will root or retarget my animation from Mixamo, instead of do it in Maya etc. Am I right? Secon one… Will it work for all animation from Mixamo? And the last one. I will give you an example. I have a “slide” animation, but my character is returning to base location + my camera doesn’t follow it, so I think I need to root my character. Can this plugin do it? Will it work as I need?
KEJRAK
Hi Kejrak,
It will automate the animation retargeting, as documented by Epic here: https://docs.unrealengine.com/latest/INT/Engine/Animation/RetargetingDifferentSkeletons/
It should, but we can’t test all animations from Mixamo
The problem you are describing seems related to a “not-root motion” animation. The plugin can help in two ways:
- it adds a root bone to your skeleton, so that you can play existing UE4 root motion animations on it;
- it can convert a pair of normal and in-place Mixamo animations to UE4 root motion animation (note: you need both the animations for the conversion).
Cheers.
WOW! Thanks a lot for a quick answer. I will discuss it with my friend and then I will buy it! I hope, it will works as I need. (Version 4.18.1)
I’m having a problem where when retarget an animation BP it messes all the animations up. Like literally every animation has the skeleton contorted into a weird way. I’ve tried lots of different things to see what was wrong but no luck. What’s going on?
While you write “animation BP”, can you confirm that the retargeted skeleton works correctly with the base “Animation Sequences”? Please open the retargeted skeleton, open the “Animation” sub-editor and verify that the desired Animation Sequences play correctly.
People reported similar problems when using the mobile version of the UE4 mannequin. Verify you are using the desktop UE4 mannequin.
Well I tested it out, I am not able to assign any animation sequences to the retargeted skeleton. Is that a conclusive indication that my mennequin is the mobile version?
Have you retargeted the animations too? I suspect you could have missed some required steps. I suggest to start with a blank “third-person” project (it will have the correct UE4 mannequin), import your Mixamo characters and animations, and follows the steps detailed in the video tutorial: v=OSaYNLdrYck . Let me know if it works.
Hello there, i have a problem when building my custum engine 4.17 :
WeakObjectPtrTemplates.h(55): error C2338: TWeakObjectPtr can only be constructed with UObject types
Please share the full log.
2>F:\Epic Games\GITHUB\4.15\UnrealEngine\Engine\Source\Runtime\CoreUObject\Public\UObject/UObjectGlobals.h(1322): error C2027: use of undefined type ‘URig’
2> f:\epic games\github\4.15\unrealengine\engine\plugins\marketplace\mixamoanimationretargeting\source\mixamoanimationretargeting\private\MixamoSkeletonRetargeter.h(9): note: see declaration of ‘URig’
2> F:\Epic Games\GITHUB\4.15\UnrealEngine\Engine\Plugins\Marketplace\MixamoAnimationRetargeting\Source\MixamoAnimationRetargeting\Private\MixamoSkeletonRetargeter.cpp(467): note: see reference to function template instantiation ‘T *LoadObject<URig>(UObject *,const TCHAR *,const TCHAR *,uint32,UPackageMap *)’ being compiled
2> with
2>
2> T=URig
2> ]
2>F:\Epic Games\GITHUB\4.15\UnrealEngine\Engine\Source\Runtime\CoreUObject\Public\UObject/UObjectGlobals.h(1322): error C3861: ‘StaticClass’: identifier not found
2>F:\Epic Games\GITHUB\4.15\UnrealEngine\Engine\Source\Runtime\Core\Public\UObject/WeakObjectPtrTemplates.h(95): error C2664: ‘void FWeakObjectPtr::operator =(const FWeakObjectPtr &)’: cannot convert argument 1 from ‘const URig *’ to ‘const UObject *’
2> F:\Epic Games\GITHUB\4.15\UnrealEngine\Engine\Source\Runtime\Core\Public\UObject/WeakObjectPtrTemplates.h(95): note: Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
2> F:\Epic Games\GITHUB\4.15\UnrealEngine\Engine\Plugins\Marketplace\MixamoAnimationRetargeting\Source\MixamoAnimationRetargeting\Private\MixamoSkeletonRetargeter.cpp(467): note: see reference to function template instantiation ‘void TWeakObjectPtr<URig,FWeakObjectPtr>::operator =<T>(const U *)’ being compiled
2> with
2>
2> T=URig,
2> U=URig
2> ]
2> F:\Epic Games\GITHUB\4.15\UnrealEngine\Engine\Plugins\Marketplace\MixamoAnimationRetargeting\Source\MixamoAnimationRetargeting\Private\MixamoSkeletonRetargeter.cpp(467): note: see reference to function template instantiation ‘void TWeakObjectPtr<URig,FWeakObjectPtr>::operator =<T>(const U *)’ being compiled
2> with
2>
2> T=URig,
2> U=URig
2> ]
Hi Adrien,
from this snippet it’s unclear what and how you are compiling. Please double check that the version of the plugin is the same of the version of the compiled engine (for each version of the engine, there is a different version of the plugin source code).
In addition, I’m not sure that you can build the plugins together with the main engine. We usually test the plugin simply adding it to the final project. Here you can find the instructions for building our plugin directly from the source code, adding it to the project: Unique Download Link | WeTransfer .
Cyber Monday price???
Hello @ !
I bought the plugin recently and realized that it does not work as expected and it was released. First the plugin works with the initial package of the very old marketplace mixamo. Second, the plugin does not work with current fuse adobe. Third, even the initial mixamo package and the EU mannequin do not work the root motions of the animations and bone root. Oh, and before you say that I’ve followed something wrong, it has not really gone. I have knowledge in animations, mesh and skeletal in the own engine and I can speak with propriety on the subject. Of course I followed every tutorial you passed according to videos and documentation!
Hi! Sorry but I don’t understand what issue you are encountering. Could you provide more detailed informations about your specific issue and how to replicate it, so that we can investigate? (links to used characters/animations would be useful)
I found the animation named “Stand To Roll” on Mixamo website, and its “In Place” animation is wrong: as you can verify, it’s not really “In Place” but it moves backward the character (it “slides” backward after having completed the roll). Try using a different roll animation please.
I am using standard characters from the UE4 Mannequin and Mixamo Old Pack Support UE4.10 and comparing the current Adobe Fuse! I’m doing all the possible tests … The retarget only works UE4 Mannequin for Mixamo Pack 4.10 if it does with current Adobe Fuse templates do not work and have bone errors!
After several tests with various animations, I conclude that the plugin is not 100% functional with mixamo and what it shows, it works with the skeletons old mixamo models that are only supported with an unreal 4.10 and with animations that do not need root motion. I searched everywhere that the plugin does not say that custom or adobe fuse skeletons do not serve to retarget both UE4 mannequin and old skeleton mixamo to adobe fuse mixamo skeleton new!
Most of the animations in place “slide” backward!
I confirm that everything works as expected: we tested again the whole process from Fuse (latest version) to Mixamo, from Mixamo to UE4 and then in our plugin and we don’t noticed any issue in our plugin. Both the character and the animations retarget as expected. As you write about “bone errors”, I suspect you have issue during the import of Mixamo assets in Unreal Engine - but this is not part of the plugin. Please double check that the Mixamo assets are properly imported before applying our plugin.