Mixamo Animation Retargeting

Hi,
Thanks for the plugin. Here is what I get when using it with a 3d scan.
Any idea how to improve the result?
Thanks

Hi. We received all of your messages :slight_smile: I checked using the “RootmotionExample” Animation Sequence in the ContentExamples, and this is the findings:

  • when the “EnableRootMotion” flag is unchecked, both the animations “translate” the preview character in the preview scene (and, with Character > Bones > All Hierarchy selected you see the root bone in red, tracking the character position). The same as your first GIF.

  • when the “EnableRootMotion” flag is checked, both the animations are are played “in-place” - i.e. the character is not “translated” in the preview scene and remains at the center of the scene. The same as your second GIF.

The third GIF you posted has the option “Character > Animation > Process Root Motion” enabled, and it’s used to “simulate” the root motion animation when applied to a playing character. Technically it continues to apply the root motion transformation to the character, accumulating such transforms until you stop the animation. This test seems to fail with some retargeted animations, we’ll check it in the next weeks. We’ll post back with our findings when done. Thanks for the report.

Hi! It happens when the character is wrongly oriented: Mixamo characters are expected to look toward the positive Y axis (when in UE4). Your character seems to look toward the opposite side. A quick fix: when you import the character, in the FBX Import Options dialog set Import Rotation Z to 180. It should solve your issue.

We should be able to release a fix next week.

Is this too hard to answer?

We not tested Paragon assets, maybe other users can help with your specific request. In general the plugin allows the retargeting of the Mixamo skeletons to the standard UE4 mannequin skeleton (allowing in turn to retarget the animations). If Paragon characters use the standard UE4 mannequin skeleton, then the plugin works.

We submitted to Epic the new version 1.1.4 of Mixamo Animation Retargeting plugin: it fixes the issue reported by @kerds78 when generating Root Motion animations from Mixamo ones. The issue is that the created root motion animation track could ends stored in a wrong slot, not it’s always stored in the first slot (as expected by the engine). The update is already available to Gumroad users and should be available in the Marketplace in few days.

Thanks @kerds78 for the report.

Version 1.1.4 is now available in the Marketplace, it fixes an issue with the generating of Root Motion animations from Mixamo ones (see post above).

Any sales going?

4 days ago ended the “Unreal Engine Marketplace Fall Sale” event and the plugin was discounted 20%. No other sales are currently planned.

Is the mixamo plugin come with your package?

No narration in your tutorials. Get mic and try OBS.

What do you mean? The plugin is the only product in the “package”. There are no assets included.

Would you do a video that re-targets one of the Paragon chars? Phase is a simple one. I haven’t purchased yet.

Sorry, maybe some other user already tested it and could help. If you have doubts, you can try to manually retarget a Mixamo animation to a Paragon character - if the result is satisfactory for you, then the plugin could simplify the activity for other characters and animations and likely improve the final results.

I just purchased your plugin. I am first trying to retarget a Mixamo char to the sk_mannequin. Should be possible??? Then I will try a Paragon char. Using 4.21.1. Do you know of anyone who has used a Paragon char?

I am trying the plugin using 4.21.1. I have tried 2 different Mixamo chars. The re targeted chars are distorted.

Hi, you can follow the instructions here to retarget a Mixamo character to the standard UE4 mannequin skeleton: .

I don’t know, if others did it I hope they’ll reply.

This happens when the character is wrongly oriented: Mixamo characters are expected to look toward the positive Y axis (when in UE4). Your character seems to look toward the opposite direction. A quick fix: when you import the character, in the FBX Import Options dialog set Import Rotation Z to 180. It should solve your issue.

I did use the link. Could you make a new video using 4.21? Use a mic if possible(obs). I am going to try one more day. I have put in for a refund. Would you OK it, if I can’t it to work.

I’m sorry you have trouble using the plugin. Unfortunately we can’t make a new video, BTW in the available videos there are the instructions written in the lower part of the screen and the process is identical in UE4.21. If you can’t use the plugin, no problem asking for a refund!