Maybe you have also to select “Apply to Asset”. If it can help, check this video at 1:47:
https://.com/watch?v=IwlwjLQBqmM
Maybe you have also to select “Apply to Asset”. If it can help, check this video at 1:47:
https://.com/watch?v=IwlwjLQBqmM
Hi,
I don’t have this button…
What versione of Unreal Engine are you using? Epic added the “Apply To” button (and relative issue) with UE4.17. There is a bug report on Answers Hub: Preview mesh not set for retargeting - Character & Animation - Epic Developer Community Forums (upvote it if possible).
I use 4.16… that explain what’s happen… So, I have to wait to a fix? or there is another way?
Thank you!
With 4.16 you should not have this sort of problem, the preview mesh should be already ok. Could you double-check to have followed all the instructions reported in the documentation video: ? In particular that you set the rig of the Unreal Engine 4 mannequin skeleton to the “Humanoid” rig set. This is used by Unreal Engine to detect “compatible” skeletons during retargeting.
Hello, I Have uploaded a character to Mixamo, Rigged it with Auto Rigger, Brought into UE4 Made Sure the Epic Skeleton is Set to Humanoid, Used your Mixamo Retargeting and tried to retarget using the same animations you use in your video, nothing has worked
the first photo is the end result, just a conglomerate of limbs
Nevermind fortunately I got it working and found the issue, i changed my characters height to match that of the ue4 mannequin and re rigged with mixamo and this time it worked, i cant really say for sure if scaling was the problem for me but that’s the ony notable difference i can really say i did from the first attempt, however thank you it is working now and this is a great asset
Does this work too with an High Heels wearing Charackter?
Glad you solved! Thanks
It works with any character, but you’ll have to manually tune the foot bones to compensate for the high heels (that must have a different base pose respect to the reference UE4 mannequin). Manual tuning is quite simple, we have a short video explaining it:
https://.com/watch?v=soEEw4oS7no
You should be interested in the first method shown: modifying the computed Animation Retargeting Pose to better fit the character morphology.
OK, So I followed the video and what I need is for the UE4 animations to work with the mixamo character i made the mixamo animations i wont be using but after i rig the mixamo guy all the bones are correct but the UE4 animations only play on the neck bone no matter what the animation his head moves in cirlces
First of all thank you for creating this plugin, I just bought it and it is a very handy tool to bypass allot of hassle.
I do have a problem with the animation of fingers and Google could not help me out. First I will tell what exactly I did:
I uploaded my own mesh to the Mixamo website (made with MakeHuman 1.1) and did the auto rigging. (You suggested this in a comment on YT).
The character came out fine and all animations on the side look good. When importing it in UE it also works great.
The retargeting worked, but here comes the problem:
downloaded animations from the Mixamo website and when choosing: RMB > Retarget Anim Assets > Duplicate Anim Assets and retarget.
It converts it to a halve sized character (not a big problem but weird) and the animation works fine but only the fingers stay straight.
So hand gestures (like a fist) are not possible. The hands did come out perfectly fine from the Auto rigger.
I checked it and all bones are there (with the right naming) and they can bend.
It also does not work when I don’t “retarget Mixamo skeleton” first, as it will not recognize the skeleton when choosing it. (but you know that).
PS: I also have this problem when trying to convert the Mixamo animation to the UE Skeleton.
Can you guys please help me get past this problem? Thanks!
Hi! Thanks for all the details.
The “halved sized” character is strange, while the not animating fingers could depends on the used animation: Mixamo allows you to rig characters with several fingers configurations, maybe the animation has been created with a different configuration. You should see it playing the original animation asset directly in the animation editor and checking if the finger bones are animated.
If this doesn’t help, PM-us the FBX files downloaded from Mixamo (character and animation) so that we can look directly at them.
Hi! So: you have a custom made character rigged with the Mixamo Auto-Rigger tool, right? You would like to play existing UE4 animations on it, right? If this doesn’t work out of the box, please send a Private Message with a link to the FBX file downloaded from Mixamo (please sharing it using Dropbox, Google Drive or similar sharing service) so that we can look at it.
ok so i got it to work properly idk why it ddnt at first but it does now…the only issue i have now is that it throws the shoulders backward and when i move the bone back to where i want it and save it reverts back to the original position which is pushed backwards and it makes the animations play in an “offset” manner.
i got it to work but it throws his shoulders backwards from where they should be and when i move the bone and save it the bone goes right back to the spot i just moved it from.
Hello I just bought this and it works but when I retarget the base pose it morphs the mesh and its messed up. Anyone know what could be wrong or how to fix this? Thank You.
Glad you solved your first issue! You must closing follow the instructions in this video: https://youtu.be/soEEw4oS7no .
If the bones reset to the original pose, likely you have not saved the new Animation Retargeting Pose (select “Modify Pose”, “Use Current Pose” and save the asset). Remember also that animation retargeting must be done after you modified and saved the Animation Retargeting Pose.
Hi! Could you share some screenshots?