Using Mixamo Fuse 1.3 & Mixamo Animations for your Unreal Engine 4 Projects

Thanks for the tutorial. I was messing around with Fuse for the past few days and was wondering why my characters were turning out bad.

I would mention though that the characters created in Fuse will not be as fully detailed in UE4. I even up’ed the texture resolutions for all of the textures to the max and it still loses some of the detail. I can’t tell if that is due to having it go through the auto-rigger upload and download process or something else.

Also, I will mention that character’s eyelashes need to be updated once everything is imported, as they appear will solid. To do this, the eyelash material needs to be opened and the bottom white pin of the texture sample node needs to be connected to the opacity pin, and the blend mode needs to be set to Translucent. You can see a picture of what I’m talking about at the bottom of this page: A new, community-hosted Unreal Engine Wiki - Announcements and Releases - Unreal Engine Forums

I’m not really a fan of the Mixamo animations, so I will be stuck with retargeting to Kubold’s animations. In the near future, I will try importing the character and choosing one of the already available UE4 mannequin skeletons to see if it makes the retargeting easier, as right now the imported skeleton bones needs a lot of moving and rotating to match the base pose of the animation skeletons.