Thanks. Stopping for the day. Will work on Monday.
I can do the re-targeting manually but I canât get your plugin to work. I put several hours trying. Would you tell Epic to refund. Thanks.
I just purchased your plugin and it added the root bone to my Mixamo skeleton. The problem I have is that enabling the root animation to a mixamo animation doesnât make the capsule follow the mesh. The movement is correct but at the end of the animation the character returns to the initial position instead of staying to the position where the animation ended. Thanks
Sorry for the late replay, I didnât received the notification from the forum. We fixed an issue with Root Motion in Version 1.1.4, could you please verify the version of the plugin you installed? Open your project, select Edit > Plugins, search for âMixamo Animation Retargetingâ. You should see the version of the installed plugin.
EDIT: I now read âenabling the root animation to a mixamo animationâ - please note that you canât simply enable this flag on a Mixamo animation. To use Root Motion with Mixamo Animations you must use the plugin to create a new root motion animation from a pair of âordinaryâ and âin-placeâ Mixamo animations. Here the detailed instructions to follow: https://youtu.be/IwlwjLQBqmM .
Hi,
I just bought this tool but from the first test, I encountered a problem: Although the skeleton looks right (same as the UE4 default skeleton), the hands of the character during any animation seems to be at the wrong place. I had the same exactly distortion whith 5 different fuse characters (imported from maximo and retargeted as per instructions), so it is not a unique issue. I tried the ârotate 180 around Z during importâ solution, which was suggested at an earlier post but it didnât work.
Ok, I found the problem. I used the UE4 mannequin skeleton from the MCO_Mocap_Basics marketplace asset which, for some reason, has a T pose instead of the normal A pose. So, the solution was to change the pose of the imported fuse skeleton (or vice-versa) and the twisted hands problem disappeard!
Hi I have finished downloading latest version of unreal on my Predator Helios 500 gaming notebook, so I went to market place and to purchase 2 different ocean packs for 62 as I activated go to cart I got a message I havenât got a compatible game engine version, but I have I can activate to create project or use C plus plus, what is going on,
Iâm glad you solved! And thanks for sharing the solution, it could help others encountering a similar issue (I suspect a similar issue already hit other people).
Hi! I suspect you posted in the wrong thread, here we can give support only for the plugin âMixamo Animation Retargetingâ. If you have issue with our plugin, please let me know.
Hi! Weâll submit the update for UE4.22 today/tomorrow, it will be available in the Marketplace when processed by Epic (in few days usually).
Hi I am trying to retarget ARISSA which is a MIXAMO character but I cant find the Retarget Mixamo Skeleton Asset option (the plugin is installed properly)
Im working on 4.21
Hi! I suspect the plugin is not enabled in your project: when the plugin is enabled, if you right click on a skeleton asset youâll see the plugin options. If - for example - you select a âwrongâ skeleton, youâll see them anyway but greyed-out (as in the attached screenshot). Verify the plugin is enabled under the menu Edit > Plugins and searching for it, it must have the Enabled flag checked.
Hello,
I just purchased the plugin. I am trying to enable root motion, however, Adobe has removed the in-place option when downloading assets from Mixamo. Please advise how we can get root motion retargeted without this feature on Mixamo. It is the reason why I purchased the plugin.
Thank you,
Justin
Tried, not perfect (shoulders/clavicle issue)
but good enough for a âlaughâ
v=HCe2OeRBJU0&feature=youtu.be
Hi Justin,
Mixamo didnât remove such option (e.g. search for the Walking animation - see attached screenshot). Simply this option is not available for all animations. Unfortunately Mixamo animations can be converted automatically to UE4 Root Motion animations only if we have both the animations.
The only other options are: manual tuning of the animation outside UE4; or using a custom Blueprint animation to âzerosâ the Hips bone offsetting (here: https://forums.unrealengine.com/unreal-engine/marketplace/112765-mixamo-animation-retargeting?p=997658#post997658 ).
Very nice! Unfortunately animation retargeting is a âcheatâ, and it will have always some errors. We have a short tutorial video on how to manually improve the result directly in the UE4 editor: https://youtu.be/soEEw4oS7no
Thanks for sharing!
thank you for the video link. the resulting animation I did was just from a 3-5 minute TEST of the plugin, and the result is amazing! This plug-in is gold!
the video link for the tweaks/fixes will surely improve the overall result!
Hi. Working like a charm except when I want to duplicate anim assets to the mixamo character I cant because the mixamo character doesnât show up in the select skeleton window.
Hi! Do you mean when you right click on an Animation Sequence asset and select âRetarget Anim Assetsâ > âDuplicate Anim Assets and Retargetâ? If this is the case, it means the animation is using a skeleton with a different âRigâ set-up. Likely you have two different UE4 mannequin skeletons in your project (call them âAâ and âBâ), maybe the retargeted character is using skeleton A while the animation is using skeleton B. For UE4, they are different skeletons.
Thank you for your very quick reply. Iâll check that and let you know.
I used the default third person character for testing and one of the default Mannequin Animations. they are one and the same I thought.