I would like to use animations from mixamo for my Paragon Phase character. I have imported my rig to mixamo, and exported the anims, but even if it was perfect on the site, its bad in the editor, I guess its because of the missing root bone. I thought with this plugin I can solve my issue, but it seems its working only for the mannequin skeleton (my characters skeleton is pretty similar tho).
can I use this to plugin for this phase skeleton? I would really appreciate your help
Ok I have solved it with different approach, I am using the mannequin skeleton for mixamo, then I am converting it to UE4 compatible one with a small free tool what I found and then I am retargeting the animations for Phase skeleton. Working perfectly.
Hi,
When I import my fuse characters the textures seem to be off. Is there a setting I am missing. I remember also having a similar problem in Unity but was able to select an option regarding legacy shaders to get past it. Do you know of a similar solution in Unreal 4?
Hi. Itās a known issue when importing Fuse characters into UE4: its materials are set to āTranslucentā while they should be set to āMaskedā or āOpaqueā. If the material has an Opacity texture, set the Blend Mode to āMaskedā and connect the Opacity texture to the Opacity Mask pin; otherwise set the Blend Mode to āOpaqueā. See here for more details: Windows 10 - How to get Fuse characters working in Unreal engine 4.15 | Windows Forum .
[update 2020-01-09] The fix for UE4.24 is available in the marketplace. Please ensure to update the plugin from the Launcher (from the Installed Plugins link).
[update 2020-01-07] The fix has been validated. The update has been sent to Epic for review and should be available in the marketplace soon. Thanks for your patience!
[update 2019-12-30] We have a working fix. It still needs testing. Weāll share an update when the fix will be ready for release.
Hi! We are aware of an issue with UE4.24: if you import an FBX with a Skeletal Mesh using UE4.24, the data are stored by the Editor in a new, unexpected way and the plugin fails to process the model (skinning is corrupted, see screenshot below for an example). We are actively investigating the issue and weāll provide an updated version of the plugin when fixed.
In the mean time, this are known possible work-arounds:
import the FBX in a project for UE4.23 (or previous version), use the plugin there and then migrate the resulting assets in your UE4.24 project;
import the FBX in a project for UE4.23 (or previous version), migrate the imported assets to your UE4.24 project and then apply the plugin there.
Hi! The fix for UE4.24 is now available in the Marketplace. Thanks for your patience.
If youāre using UE4.24, ensure to update the plugin to version 1.1.5. You can update the plugin from the Epic Games Launcher application, clicking on the Installed Plugins link under the UE4.24 launch button.
Hello, I got this plugin, in order to work with putting my mixamo character into another characters animations/blueprint. (from Side Scroller Shooter Kit in Blueprints - UE Marketplace ) currently, when I try to retarget the anim blueprint, UE4 always crashes, tried a lot of things to fix it, so I got this and thought it would help but I donāt know how to use it? I retargeted skeletons somewhat easily manually⦠but idk if this is supposed to do anything different
To use the plugin, you can follow the tutorial video here:
https://.com/watch?v=OSaYNLdrYck
Animation Blueprints are not managed by this plugin, all the retargeting processes (both for animations and blueprint) are done by Unreal Engine 4. If you could capture the complete crash log and report it here, we could try to look at it.
Sup, Iāve been using the plugin for a while and Iāve run into this issue:
I have a bunch of animations for the default Unreal skeleton, and Iāve imported a character with a Mixamo skeleton using the plugin. The animations work on him, but it messes up his shoulders making him look hunched over. How can I fix this? Thanks a lot!
Hi! Issues with the shoulders are common unfortunately, the reason is that the UE4 mannequin has a slightly unique morphology. We made a tutorial video on how to manually adjust the end result of the retargeting to compensate for the difference between the UE4 mannequin and your specific character/animation:
Hello, I am not able to get root motion to work with this plugin. My character does the animation and snaps back into the original spot they were in. Also, when I use āgenerate root motion animationā, it crashes my engine. Thanks
In case you have missed it, here a short tutorial on how to use the āroot motionā features of the plugin (maybe it could help with some missed step):
https://.com/watch?v=IwlwjLQBqmM
In case the issue persists, here few more questions to help solving your problem:
have you modified the assets downloaded from Mixamo (e.g. using Blender, 3D Studio Max or others)? (adding/removing/renaming bones or animation tracks from the original files could cause crashes)
the āroot motion animationā that snaps back, is an existing root motion animation based on the UE4 mannequin or one converted by the plugin?
can you send us a copy of the two animations that makes the action āgenerate root motion animationā to crash? (you can send them at support@.com)
Hi this looks like the thing I need. But before I go ahead and make my purchase can you tell me something?
If i re target a paragon animation to ue4 mannequin could i then re target it to my mixamo character.
Hi! I suppose it should work. Unfortunately we donāt have direct experience with Paragon characters. From a theoretical point of view, if you can successfully retarget them to the UE4 mannequin, then you should be able to retarget the result to the Mixamo skeleton. Of course each step would introduce (hopefully small) errors, so you could need to make several adjustments to tune the end results (here a short tutorial on how to do it: v=soEEw4oS7no)
Maybe some other user here could share its own experience with this process.
I still canāt get it to work. I downloaded a mixamo character and tried to retarget it following the tutorial, but it will not work. Iām at a loss, can someone help?
You should provide more information about your issue. Please share the FBX you downloaded from Mixamo so that we can try to replicate your issue. Or record a video of what youāre doing so that we can look at it.
Hey there, Iām running into an issue when retargeting animations. **It looks like pelvis/Hip movement is not preserved. **It makes the retargeted animation look unnatural.
Steps to recreate:
Make sure custom character has Humanoid rig selected.
Download running animation with Mixamo character.
Import to UE4 and ensure Mixamo Animation + Mixamo Skeleton working.
Use Mixamo Animation Retargeting plugin to convert Mixamo Skeleton.
Retarget running animation to other character.
Hereās what the animation looks like on the Mixamo character. **Notice the bounce. **Looks very natural.
Now, hereās the same animation retargeted to a different character. **Notice the lack of bounce. **Looks very weird.
Is there something Iām doing wrong? Thanks for the help! Love the plugin!