Got it working! I had my retargeted mixamo skelton in A-Pose and was trying to retarget an animBP to it that was using T-Pose anims. Modifying my retarget base animation to T-Pose and saving did the trick! Huzzah for the learnings!
Hi! Nice finding, I was not aware of this āfeatureā of AnimBPs. Thanks for having shared it!
Hi, i have a little problem while retargeting. Everything works fine except after the retargeting the shoulders are little to high. To fix it i have moved them down manually and then saved the pose, but the animations are still with the shoulders too high.
Any way to fix this?
After some testing looks like if i move a Bone it doesnāt save it on retargeting, but if i rotate it the new animation has the new rotation.
Hi!
As you experienced, I confirm that the plugin adjusts only the bone rotations, not the translations as they are - apparently - derived from the parent bone rotation and (scaled) length. Your problem seems related to how your shoulder bones are scaled by Unreal Engine 4 when the retargeting settings are applied. With the standard setup you should not have evident errors. I suggest to look at the āTranslation Retargetingā options and play with them to tune your character (Animation Retargeting | Unreal Engine Documentation). The plugin pre-set them for standard Mixamo characters, but of course they can be customized to your specific needs.
Cheers.
Maybe you can add an option in for this issue because every model imported from the auto rigger has this problem.
The plugin already set those options to values tailored for the general case - the same values suggested by Epic in the documentation. If Epic will suggest different values (or if all the community agrees on other settings) we could apply different default values in a future update.
This issue isnāt related to epic its related to how mixamo auto rigger works, the values should be refined in these cases.
I just finished integrating this plugin with my Mixamo Fuse character and it worked perfectly. Make sure you choose the full (65) bone skeleton rig option on the Mixamo website and then just add in a root bone manually in your 3D package of choice. I think any issues stem from the fact that Mixamo doesnāt have a root bone, though to be honest Iām not 100% sure a root bone is required for these animations to work anyway. Just re-target your skeleton then duplicate the PushableAnimBP and it will automatically duplicate all of the animations for you at the same time.
Iām a bit disappointed by this tool
I need to keep using the stock UE4 skeleton, canāt add additional skeletons.
I was hoping this would convert mixamo autorigged meshes to UE4 skeleton
Iām sorry you are not happy with the plugin. The plugin is based on the Unreal Engine 4 āAnimation Retargetingā sub-system. If it could help, you can read more about it here: Animation Retargeting in Unreal Engine | Unreal Engine 5.3 Documentation , https://docs.unrealengine.com/latest/INT/Engine/Animation/RetargetingDifferentSkeletons/, Using Retargeted Animations in Unreal Engine | Unreal Engine 5.3 Documentation .
sorry i simply reloaded my character and it worked ⦠weird. Seemed like was an assertion error that root was not at index 0 crash in the plugin. One thing I did notice was the first time I imported the character with many similarly named characters, whereas later on I reimported separately. thanks for answering to the support so fast!
Thanks for the update! Happy you solved
Is there any chance you can review this issue to geta better compatibility with the mixamo auto rigging result?
Is it posible?
thanks
Would you consider adding the IK bones into the skeleton during the conversion process? This is a feature that Mixamo seems to remove, but, would be helpful.
Bones shoulder up
I too have the same shoulders issue every time. Bone transforms are temporary in persona and donāt stick. Gonna try blueprints with the bone translation node Permanent bone manipulation - Character & Animation - Epic Developer Community Forums
I posted a similar question to this on the UE4 Marketplace for this plugin, but I figured I could ask here also.
So I am trying to use root motion animations from mixamo to create a hurdling or vaulting system in which the player character (third person) would be able to flip or slide over obstacles. It seems like others have asked similar questions regarding the use of root motion for Mixamo animations, but I couldnāt find a definitive answer on whether or not my vision is possible with this plugin.
I am, relatively easily, able to retarget inplace animations from mixamo to my base third person character without the plugin. so is the plugin mostly useful for the ability to apply root motion animations from the base character to Mixamo Characters? As well as saving some time in retargetingā¦
Where I am at currently: I have the Mixamo animations working without the plugin on my base UE4 mannequin, but the character will run ahead and the camera wonāt follow (root motion issue). Will the plugin help at all with this issue?
I have seen workarounds through blender or maya, but that is more of a last resort if this doesnāt work.
Any tips, advice, comments, or help would be much appreciated!
Hi,
I quickly replied to meuliano in the Marketplace page, but here Iām sure others will be able to give you better suggestions (we are mostly programmers and not artists).
Iām writing to share the current state of the plugin with everyone: we worked hard to find a solution to root motion, and I can confirm that at the moment we have a working solution that allow to convert an āin placeā Mixamo animation to a UE4 āroot motionā animation. With perfect results! We are testing it and the plan is to release it in mid/late September if all our tests confirm itās working for all cases.
When weāll ship it, weāll move to one of the next required improvements: addition of IK bones, fix to the shoulders. Weāll listen to you
Cheers
That is amazing! thank you for the swift reply and all the effort you put in to make your product as user-friendly and effective as possible!
Just a quick news: the plugin seems to work well in UE4.17. Weāll complete few tests in the next days and if all itās ok weāll then submit the updated version to Epic and on Gumroad.