I’ve figured out how to get Mixamo root motion animations directly on the UE4 Mannequin (without retargeting), through Blender.
There’s just one little hitch I’m struggling with that someone here can hopefully help me with. (Or maybe it’s not an issue and I’m over thinking things.)
For some odd reason, the root bone has a 90* Y rotation, even though there is no such rotation in Blender. It looks fine when Enable Root Motion is inactive.
https://s20.postimg.cc/go27kbu7t/rotated01.gif
However when Enable Root Motion is active and Root Motion Lock is set to Ref Pose or Zero, I get this.
https://s20.postimg.cc/4yy7wdayx/rotated02.gif
Setting Root Motion Lock to Anim First Frame fixes the issue, but I don’t know if having that 90* Y rotation on the root bone is going to cause issues down the road.
I’ve tried just about everything I can think of. However, since I’m starting with the SK_Mannequin - Which originated in Maya -, importing it to Mixamo, exporting to Blender, and importing it back to UE4, each with their own interpretation of scene/bone space and FBX conversion (which also has IT’S own interpretation)… phew! There are just too many combinations to try.
On a lighter note, does anyone remember back in the day when moving an asset from one application to another required complicated and expensive third party conversion software? I was just laughing to myself thinking about that, considering the “first world problems” we have in 3D these days!