We are currently testing a solution for the root motion, it allows to convert an āin placeā Mixamo animation to a UE4 āroot motionā animation. With perfect results. If tests confirm itās working for all cases, we should release it in mid/late September.
This may be a silly question, but Iām trying to use a mixamo animation that actually moves the character around (specifically the thriller dance animations). I would love to convert this animation to keep the character in place instead of translating, but for some animations on the mixamo site there is no āin placeā check box. Is there a way to convert these animations to āin placeā within UE4? Thanks!
Hi! Here you can find a solution to your problem using an animation blueprint: Mixamo Animation Retargeting - Marketplace - Epic Developer Community Forums But you could have your character slightly āslideā around. If you know how to modify animations in an external software (Maya, Blender, ā¦), fixing the original animation will likely give you better results.
I read quickly the description, but it seems similar to the Animation Blueprint solution discussed here: Mixamo Animation Retargeting - Marketplace - Epic Developer Community Forums . If so, it suffers of several problems. At the moment our solution (in testing) should be superior. If instead it works differently, I would be interested in the details!
It seems to be doing something similar, but operates on the FBX files themselves. I should note I do have your plugin, and that this is indeed not a replacement for the broader plugin but just something to move hip translation to the root node instead.
Purchased this Plugin 2 days ago since we had super problems adding more Mixamo (fuse created) characters to our game (since ue4 export is not supported by Mixamo anymore), and it really does what it promises! Thanks for that great work!
I just have one problem: With the Mixamo ue4 export and retargeting to the animation starter pack from UE4, I was able to IK solve foot placement (walking up stairs and so) with simple X coordinate offsets (linetrace from foot socket to floor and calculate the height of the bones). However, if I retarget Maximo characters now (with your plugin) the pivot of the bones is not the same anymore. Meaningly I canāt just add X,Y or Z values to manipulate the foot bone position because they have a uncomfortable up/forward-vector after the skeleton retargeting.
As I mentioned, Iām using Fuse created characters with the animations starter pack from UE4 marketplace.
Does anybody know how to fix that issue before Iām trying to calculate and adding the IK foot placement in world space?
Should I not retarget the imported Mixamo Skeleton to the Anim Starter Pack Skeleton to retarget the anims to the Mixamo character?
I purchased plugin through Unreal Marketplace and thereās no 4.17 version (because Epic is epic slowpoke). Itās very inconvenient for us since we upgraded project to 4.17.
Is it possible to get recent version from Gumroad or directly from you guys without buying plugin again?
Iād send proof of purchase of course
Hi! Sorry for the late reply but we were at Gamescom and returned today.
Thanks for the compliments Iām happy the plugin is helpful.
The old āUE4 exportā option could have incompatibilities with the plugin, some other user already reported this and re-exporting the meshes with the ordinary FBX option solved their issues. Is possible that bones orientation changed, so at the moment I fear you have to recalculate the IK foot placement. Unfortunately Mixamo Auto-rigger exports orientations using at least 2 different āschemesā - so it could be a little tricky. Maybe - to simplify - you could change orientations in a custom animation graph.
Fuse characters, rigged using the Mixamo Auto-Rigger, can be exported as āordinary FBXā meshes. After importing into your UE4 project, you can apply the plugin on them and then retarget to the UE4 animations starter pack from the marketplace. Not sure about your last sentence, could you elaborate please?
Hi! I understand the problem but unfortunately I canāt do that: the two stores are independent and we canāt give āfreeā access to them (we donāt have any practical way to to that). Anyway I wrote few minutes ago to Epic to ask for an update. Iāll keep you update as soon as I receive a reply!
WORKAROUND: in the mean time you can work with the plugin on UE4.16 (or another supported UE4 version) and then āmigrateā the updated skeleton asset!
This plug-in works great, I have been able to take characters auto-rigged via Mixamo, and use them with re-targeted animations from the standard UE4 Mannequin. However, I do have one small issue that I do not know how to fix. After using this plug-in the characterās shoulders are not in the correct position. Is there anything I can do on my end to address this? I can manually re-position the arm and shoulder bones by hand, but that is not a practical work flow when creating lotās of characters that have multiple animations.
Hi! Itās the next issue weāll work on after the update planned for mid/late September.
For this issue the main problem is to find a transform formula that can works for any character. For example this problem doesnāt happens with other characters (at least not in a so noticeable manner - see for example the characters from the original Mixamo Animation Pack), so we have to understand better the problem.
Does this happen to you only on custom characters rigged with the Mixamo Auto-Rigger? Or also with already available āMixamo Charactersā too?
Same problem here with a mixamo auto-rigged character, problem only seems to impact custom characters rigged with mixamo auto-rigger
100% working with standard mixamo characters created with Fuse