Mixamo Animation Retargeting

do you know of any that do

Good Evening,

I purchased your plugin yesterday. You’ve done a great job! However, I do have a question. Is it possible to have two or more Mixamo characters share the same mixamo skeleton, so they can share the same retargeted animations? If so, how is this accomplished? I tried running the plugin on both characters after importing them, then reassigning the second mixamo character to the first mixamo character’s skeleton, but when playing the animations on the second character, they turned into a blob mess. It would be super helpful with a town of characters to have one single shared animation set.

Any help would be greatly appreciated. Thanks!

Unfortunately the problem is that different Mixamo skeletons, while they can use the same bone hierarchies, have different bone transformations to put the skeletal meshes in the same base pose. This is the reason you can’t simply ā€œswapā€ the skeletons.
In addition, you can use options to generate different bone hierarchies (mostly about fingers), that complicates the subject further.

For now it must be managed as a normal animation retargeting problem.

Hi mate,

Another mannequin skeleton with the mixamo skeleton retarget the arms are broken.

I have this problem in some skeletons.

I don’t find other records of this problem. Could you provide more details? Only one user reported problems with the arms recently (they were twisted behind the back), his problem was that the asset was not the one downloaded from Mixamo (likely it contained some custom-made modifications that ruined the model).

Hey there. I bought this time ago, not used it till now.
Its not working for me, this is what i am doing:

1- I make my character in fuse standalone, upoload to mixamo, autorig it and download the model in Tpose.
2- In Unreal, i retarget the character to the mannequin, just like in the video.
3- Now, i want to use this model with the locomotion system V3; i just change the mesh like they make in the video, and nothing happens.
The mannequin was playing an animation, and when i exchange it with my new retargeted mixamo character… then it stands in Tpose…

Never mind, igot it. I was making something wrong.

i only have a little problem now; when i look around (left right) at a certain angle, the character head ā€œpopsā€ and go instantly to the opposite side.
Not sure if that is something relative to the mixamo retargeting.

Glad you solved :slight_smile:

I think your problem is ā€œanimation-relatedā€, I don’t think it’s about the skeleton: skeletons are simply moved using animation data, going through ā€œkey framesā€. Between the key frames, UE4 interpolates the movements; so you have always smooth movements (to avoid a smooth movement, you must have an animation that explicitly disable it). If the skeleton is wrong, you would simply see something like a ā€œmonsterā€, smoothly deforming itself :slight_smile: - but always smoothly, with no ā€œpopsā€, due the above interpolation formulas.

I am running into this issue as well.

The reported was doing something wrong (see few comments later). Please provide more informations (at least some screenshots) for your issue.

I have tried to recreate it within both 4.18 and 4.19, the issue only occurs in 4.19 but even the Mixamo default characters have this issue when attempting to retarget animations.
Followed instructions to the letter as well.

Another user had exactly the same problem: the problem was that the character was wrongly oriented. Mixamo characters must look toward the positive Y axis (in UE4). I suspect that your character is looking toward the negative direction. A quick fix: when you import your character, in the FBX Import Options dialog, set the Import Rotation Z to 180. This solves the issue.

The problem anyway is ā€œoutside UE4ā€ (or maybe during the import): the resulting character inside UE4 is wrong. The plugin works only on correctly imported assets. If your imported Mixamo character is wrong before using the plugin, the plugin will not work properly.

This did not fix the issue.

Is your imported character correctly oriented? Could you compare your model with the ones in the free Mixamo Animation Pack (Mixamo Animation Pack in Characters - UE Marketplace)? They must correspond. Otherwise send a PM with the FBX of your character, the one downloaded from Mixamo.

Hello,

I went thought he process of taking a Mixamo rigged model and bringing it into UE for use with out UE animations. I didn’t have any animations to bring over from Mixamo so I essentially stopped once the skeleton had been re-targeted and the default pose changed.

I exported my re-targeted character to another on my team and was told he would need to adjust it a bit to get it to work with our animations. Should not the re-targeted be fully compliant with UE animations?

My question is this, without the animations verify the re-targeting was successful how I can easily tell the skeleton has been properly re-targeted for UE?

Thanks for the info in advance.

Hi,

what do you mean by ā€œI exported my re-targeted character to anotherā€? I’m not sure you can export outside UE4 the retargeted FBX skeleton, as the retargeting options that the plugin modifies are UE4 specifics (i.e. the underlying skeleton is not modified). In general, after you have applied the plugin on a Mixamo model, if you have an existing UE4 animation then you can retarget it (the UE4 animation) to the modified Mixamo model. The retargeting is then computed by the UE4 editor using the informations computed by the plugin. You can see it at time 2:50 in this video: ?t=2m50s (I suggest to look at all the video).

cheers.

What I meant was that I exported from a test project that I use to a project that others on our team could access. I’m thinking after reading what you said that I may need to active it in that in the team project and re-do what I started, or buy plugins for each member of our team that needs it.

Ah ok, i think the term used in the editor for that action is ā€œmigrateā€. Anyway, I don’t think other people of your team would need a copy of the plugin: after having ā€œappliedā€ it, the resulting asset can be used without any ā€œrun-timeā€ dependency from our plugin. Maybe your issue is in the migration process: in your project ā€œAā€, you retargeted the Mixamo model ā€œBā€ to the UE4 mannequin skeleton ā€œCā€; when you migrate ā€œBā€ to another project ā€œDā€, if that project already has a UE4 mannequin ā€œEā€, I suspect the editor is unable to understand that ā€œCā€ and ā€œEā€ are the same skeleton. If true, animations using skeleton ā€œEā€ could not be retargeted as skeleton ā€œCā€ (used also by ā€œBā€) would be considered as a different skeleton. Sorry for the complex description, I hope you understood the point anyway. Let me know if you need further help.

Hello all. Plugin looks great. Two questions:
-is it working with T character pose?
-are there any sales planned in the future?

Best…

Hi all! The update for UE4.20 has been submitted and should be available soon on the Marketplace. The update is already available to Gumroad customers.