any update on the shoulders issue?
We have verified. Super-very-short version: models exhibiting this issue require manual tuning of the computed retargeting pose and/or retargeted animations. Weāll post more details and further instructions in the next days.
thanks, looking forward to have detailed instructions
We are working on a small video, weāll need few days to complete it.
Hi. As anticipated, we published a short video that should help when encountering retargeting issues (e.g. with the shoulders):
https://.com/watch?v=soEEw4oS7no
In the video we show two techniques. The first method 1:41] consists of modifying the computed Animation Retargeting Pose to better fit the character morphology. Remember to save the new Animation Retargeting Pose at the end: select āModify Poseā, āUse Current Poseā. Now it will be used for your next retargetings. The second method 4:43] consists on modifying the retargeted animation, manually tuning the skeleton. You must save the modified Animation selecting āCreate Assetā, āCreate Animationā, āCurrent Animationā, āPreview Meshā.
Please remember that animation retargeting is a sort of an āhackā: it adapts an existing animation to another model, and morphological differences imply errors. The proposed techniques can be used to quickly improve the end results.
Thanks, weāll give it a try.
btw 2nd solutions seems not applicable if you want to keep animations higher than 30hz
Hi! Iām trying to retarget some animation with the rootmotion. But when I import the in-place animation from mixamo, his skeleton is different from the not-in-place one. So when I try to select the two animation to generate the root motion animation, i cannot select the in place one.
I tried to retarget the in-place animation to the normal animation, but when i try to generate the animation, UE4 crash.
Please, help
There is a known limitation of the UE4 importer that refuses to import an animation if itās missing the root bone but the skeleton has one. Is this your issue? In this case I suggest to re-import the original skeleton with the animations, apply all the needed modifications and then retarget the skeletons (that now should be identical).
Is it the normal way to use this plugin to retarget root motion animation?
What do you mean with āall the needed modificationsā?
I think others usually import characters and animations together, and donāt have this sort of issue. As no one complained about this, maybe they use a different pipeline.
Run the pluginsās "Retarget Mixamo Skeleton Assetā contextual action.
So what is the correct pipeline for this plugin to import animations from Mixamo with the root motion? There is no documentation about how to use root motionā¦
Nothing special: you import your assets as usual in the editor, as you would do normally; then you apply the plugin on the imported assets. I suggest to import the character, then the animations; in this way you can specify the skeleton to use for the animations (in the import dialog). In this way youāll end with the animations using the same skeleton. This will simplify the retargeting.
But the plugins want in place and not in place animations. And the two animations have different skeletons from Mixamo. It looks impossible to use the root motion part of the plugins.
Hi, iāam considering to buy this mixamo retargeting plugin⦠however is it able to fix twisted wrist like this?
I just imported character rigged in mixamo to UE, retargeted and got everything well but only this wrist and elbow are badā¦
Sorry, I didnāt understand it. I never found this issue on Mixamo: usually - when available - the animation has a ācheckboxā that allows you to download it in the two different flavors, of course using the same skeleton (you set the checkbox, download the animation; change value of the checkbox and download again the animation - in the different flavor). Maybe you found a bugged animation on Mixamo⦠If you point me to the problematic animation I can verify it for you.
Unfortunately the plugin doesnāt fix this sort of issues. It seems a problem with the āskinningā computed by Mixamo; if so, you have to fix it in an external 3D program (e.g. Blender, 3ds Max, ā¦) re-weighting the vertices to the bones. I donāt know if it could be helpful, but recently we published a video on how to āmanually tuneā retargeted skeletons/animations: https://youtu.be/soEEw4oS7no (the techniques can be used without our plugin).
If you search āzombie walkā it is the first one. If it work for you, could record the screen upload it or send it to me? Thanks again
Hi. I hope this could help:
v=IwlwjLQBqmM
Thanks a lot, that worked perfectly. Donāt know what I was missing. Pheraps I was importing in place animation before the normal one
Hi, can you tell me how did you do that? I have added the mesh in Preview Mesh but the source is always empty
Thank you