Mixamo Animation Retargeting

his shoulders get put to far backward…i have manipulated them in my animations to be normal but a fix for this would be appreciated

Hi! The issue with the shoulders must be solved by manually tuning the resulting Retarget Pose. This video explains how to do it step-by-step: https://youtu.be/soEEw4oS7no (but you already followed it I suppose :slight_smile: ).

Unfortunately a generic fix is not known at the moment, as it depends on both the used character and the retargeted animations.

Ok thank you very much and i did not know about this video :slight_smile: thank you so much

Hi! First of all thank you for your amazing work!
I’m trying to use the root motion tutorial. I noticed that every animation needs the “in place” counterpart. Unluckly, in Mixamo not all animations have this feature. So, is there a workaround to apply to root motion even if a Mixamo animation misses the “in place” checkbox?
Thanks in advance!

Hi mate;

When we want to import a new animation after the first mixamo skeleton and animation, what bone should we choose? Or should we draw a new bone structure? If we import Direct Mesh, will the applied ue4 mannikin bone recognize the new mixamo animation?

Hi! Thanks :slight_smile:
Both the animations are required to compute the correct root motion version needed by UE4. Two possible workarounds are:

  • use an external 3D software (like Blender) to remove manually the translations from the animation;
  • use an Anim Blueprint to do it at run-time (here an example: http://bit.ly/2EQdQO9). Likely you’ll end with a slightly sliding animation.

Hi!
If the skeleton of your character has not been modified, you can simply select it when importing the new animation. 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. (this could happen after having applied the plugin) 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). Otherwise you can import the animation with a new skeleton, apply the plugin on it and then retarget it over the first skeleton - like if a different character.

Hi! Version for UE4.19 has been submitted.

i cant install it in my project, i cant find it in plugins because im using a custom version build with 4.19.1 , got to install it manualy in the /project/plugins but i cant have the source files. help!

You must install it in a Rocket build (the one you downloaded with Epic’s launcher). Then you’ll find the plugin source code in [FONT=courier new]<UE-INSTALL-DIR>\Engine\Plugins\Marketplace. Copy it to your project/plugins folder following the instructions here: Unique Download Link | WeTransfer (section “Source distribution”)

what the hell happened to mixamo in general? how can i now download in place animations in the first place? why i cant adjust hands anymore? it is just me or some animation packs disapeared from mixamo completly?

I dont’ know if something is changed on their back-end, but not all the animations have the in-place option. When it’s present, you can find it below the animation options (see image below). You select it and download the animation.

ok i guess it still works, however you are not showed an anim list for a “pack” of animations and cant do in place for them separately :confused: so If you want to get a “sword and shield pack” you need to adjust and download in place animation for… every…single…animation… by… hand! :confused:

When I try to use it, right clicking on a skeleton to choose Retarget, it’s grayed out. I don’t know what to do next. Please help me.

Hi. It’s greyed out when the skeleton is not from Mixamo. We consider a Skeleton “coming from Mixamo” if it has at least 75% of the expected bones (not counting the fingers). Please double check the skeleton is the one originally downloaded from Mixamo, with no further modifications to the bone names and hierarchy.

Hi there! GREAT JOB with this plugin! Well worth the purchase! One problem I experience is if I add bones to mixamo animated rigs and then import to UE4, any bones not on the original rig lose their animation when I retarget to the mannequin skeleton with your plugin. All bones in the mixamo skeleton retain their animations through retargeting.

In my case, I added and animated facial bones for a smiling idle animation. Upon retargeting with your plugin, the animation still has the body movement, but the facial bones revert to their default pose (not smiling).

Any ideas what I can do to retain animations in these bones?

Hi I’m on mac and every time i try buy it it says I’m missing a compatible engine and i need to know if i can just buy miami animation retargeting and have a figure that i can just move and give animations with out buying 40 other things

i was also wondering if i the application is made so i can drag and move arms and other things to make an animation i just starting and need to know these things

Hi! Thanks a lot :slight_smile:

I think that unfortunately this is the default behavior in UE4 when you do animation retargeting: if the target skeleton doesn’t have all the bones of the source animation, such bones are ignored (see for example this answer - the question is similar to your: Extra bone but still can use the main skeleton - Character & Animation - Epic Developer Community Forums). The reason is simple: as you are transferring informations to a new mesh, the system doesn’t know how to automatically add such bones and - more difficult - how to properly skin them on the new skeletal mesh.

If you want to apply such animations to the UE4 mannequin, you have to add and skin such bones to the UE4 skeleton and skeletal mesh before, then apply the retargetings. Unfortunately it’s not a quick task. But maybe there is some other solution that I’m not thinking about.

Hi. For issues with the marketplace, you must refer directly to Epic. We have no access to it, so we can’t help unfortunately. You can contact them writing at marketplace-support@unrealengine.com .

No, this plugin allows you to mix Mixamo characters and animations (i.e. the one downloaded from https://www.mixamo.com) with UE4 characters and animations (i.e. the ones usually downloaded from the UE4 Marketplace). What you ask for is not covered by this plugin.