Mixamo Animation Retargeting

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. We’ll post more details and further instructions in the next days.

thanks, looking forward to have detailed instructions

We are working on a small video, we’ll 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 ā€œModify Poseā€, ā€œUse 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 ā€œCreate Assetā€, ā€œCreate Animationā€, ā€œCurrent Animationā€, ā€œPreview Meshā€.

Please remember that animation retargeting is a sort of an ā€œhackā€: 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, we’ll give it a try.
btw 2nd solutions seems not applicable if you want to keep animations higher than 30hz

Hi! I’m 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 :slight_smile:

There is a known limitation of the UE4 importer that refuses to import an animation if it’s 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 ā€œall the needed modificationsā€?

I think others usually import characters and animations together, and don’t have this sort of issue. As no one complained about this, maybe they use a different pipeline.

Run the plugins’s "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 motion…

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 you’ll 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, i’am 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 bad…

Sorry, I didn’t understand it. I never found this issue on Mixamo: usually - when available - the animation has a ā€œcheckboxā€ 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 doesn’t fix this sort of issues. It seems a problem with the ā€œskinningā€ computed by Mixamo; if so, you have to fix it in an external 3D program (e.g. Blender, 3ds Max, …) re-weighting the vertices to the bones. I don’t know if it could be helpful, but recently we published a video on how to ā€œmanually tuneā€ retargeted skeletons/animations: https://youtu.be/soEEw4oS7no (the techniques can be used without our plugin).

If you search ā€œzombie 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. Don’t 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 :confused:

Thank you