Thanks for the timely response, and yes this happens after hitting āre target Mixamo skeletonā ⦠Setting the show setting to the mannequin pose makes the head rotate into itās chest.
By manually correcting you mean to just do this within Unreal itself?
Alright, so removing all the skeletons and reimporting them again and they worked flawlessly this time, seems to have been some kind of bug that cropped up somewhere along the way. Canāt say exactly how to reproduce it but all is working now, thanks for the software
@Voradori Hi Can you let me know which old packs are affected, as I have several that I have not started using yet and will also contact the asset pack author to implement the fix, thanks.
hi im Korean sorry my english very badā¦
i have question
im buy mixamo retargeting plugin and my skeleton create āroot boneā Okā¦
but animation āEnableRootMotionā not working
check or not nothing change
not creating red lineā¦
I currently have a project in version 4.12.5 (cannot upgrade since it would cause issues with existing code)
I purchased the plugin and installed 4.16 (and 4.14) thinking I could migrate the new targeted āskeleton.uassetā to my existing 4.12.5 version project⦠however I cannot seem to migrate the new targeted skeleton.uasset to my 4.12.5 version. (it shows the file migrated folder if I look in windows but when looking at the folder in the unreal editor it shows nothing in the folder.
I installed version 4.14 too - thinking maybe it being closer in versions it would work⦠but doesnāt work either.
In addition to Migrating⦠I also tried āexportingā the skeleton - but creates a skeleton.COPY text file (not sure if theres away to get that to work - needs to be renamed? or changed a little to get it to work in another version?)
Any suggestions on how I can get the new skeleton into my 4.12.5 version?
is there a way to export it through fbx and bring it back in?
is there a way to edit the skeleton.uasset file (I opened it in notepad and can see the version - not sure if its setup to never work with previous engines?)
I successfully tested the āmigrationā process from UE4.16 to UE4.7 (!):
from your source project (UE4.16), select the asset you want to migrate
right clink on it, then select āAsset Actionsā > āMigrateā¦ā
a recap of what assets will be migrated is show, click āOkā
navigate to your target project (UE4.12) and select the āContentā directory, then press āSelect Folderā
the message āContent migration completed successfully!ā appears
go to your UE4.12 project and youāll find all the migrated assets (in the same directory names as in the source project)
I also tested the migration of the āskeletonā asset only (again from UE4.16 to UE4.7), and it works. Of course if you try to open the skeleton in the destination project, youāll see nothing - as the skeleton has no mesh, itās only a hierarchy of bone names. If you migrate the character skeletal mesh instead, youāll end with both the skeleton and the mesh available in the target project.
Ahoy! Firstly, thanks very much for this asset. Iām having a bit of an issue getting up and running. Using the video instructions, after retargeting my mixamo skeleton to the humanoid UE4 mannequin skeleton, the problem arises when I duplicate and retarget an animation blueprint to my converted mixamo skeleton. The animBPs Iāve tried have been for marketplace assets that also use the default UE4 mannequin, and the result is the animations showing the converted mixamo skeletonās arms inverted and behind the torso (almost like handcuffed behind his back). Any clues as to what could be happening with this? Iām exporting my rigged mixamo character as default FBX in T-Pose and importing the FBX using default settings (at least it should be).
To be a bit more specific, Iām having this issue with arms folding behind the back after reatargeting/duplicating animBPs from Kuboldās animset movement pro pack and the advanced locomotion r2 pack, which as far as I know are also targeted at the default ue4 humanoid mannequin.
The individual retargeted animations that were duplicated over have the issue, like I can see the arms folded behind the character in each of the animation thumbnails.
I did try retargeting the AnimBP from the UE4 sample animations package and the animations seem correct (theyāre all holding a gun).
So maybe somehow the skeleton used for the AnimBPs Iām retargeting from Kuboldās animset and the advanced locomotion system are not identical the the skeleton used in the UE4 sample animations package?
Hmm one thought, could there be an issue of doing the mixamo retargeting with A-Pose and the animBP having been created from a UE4 mannequin in T-Pose? I donāt really know what Iām talking about, but it does seem that the issue is only with the arms, the rest of the body is perfect.