Originally posted by Dijon
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Mixamo Animation Retargeting
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UE4 Plugins: [Mixamo Animation Retargeting] - [Stereo Panoramic Player] - [Cardboard VR] - [MultiWorld]
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Originally posted by UNAmedia View Post
Unfortunately analyzing and working on the issue will require time, we scheduled it and we don't have an ETA at the moment.
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Hello UNAmedia! I would like to buy this plugin, but I need to know some things. First of all, this plugin will root or retarget my animation from Mixamo, instead of do it in Maya etc. Am I right? Secon one... Will it work for all animation from Mixamo? And the last one. I will give you an example. I have a "slide" animation, but my character is returning to base location + my camera doesn't follow it, so I think I need to root my character. Can this plugin do it? Will it work as I need?
KEJRAK
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Hi Kejrak,
Originally posted by KEJRAK View Postthis plugin will root or retarget my animation from Mixamo, instead of do it in Maya etc. Am I right?
Originally posted by KEJRAK View PostWill it work for all animation from Mixamo?
Originally posted by KEJRAK View PostI have a "slide" animation, but my character is returning to base location + my camera doesn't follow it, so I think I need to root my character. Can this plugin do it?
- it adds a root bone to your skeleton, so that you can play existing UE4 root motion animations on it;
- it can convert a pair of *normal* and *in-place* Mixamo animations to UE4 root motion animation (note: you need both the animations for the conversion).
Cheers.UE4 Plugins: [Mixamo Animation Retargeting] - [Stereo Panoramic Player] - [Cardboard VR] - [MultiWorld]
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Originally posted by UNAmedia View PostHi Kejrak,
It will automate the animation retargeting, as documented by Epic here: https://docs.unrealengine.com/latest...rentSkeletons/
It should, but we can't test *all* animations from Mixamo
The problem you are describing seems related to a "not-root motion" animation. The plugin can help in two ways:
- it adds a root bone to your skeleton, so that you can play existing UE4 root motion animations on it;
- it can convert a pair of *normal* and *in-place* Mixamo animations to UE4 root motion animation (note: you need both the animations for the conversion).
Cheers.
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Originally posted by DarkInigma View PostI'm having a problem where when retarget an animation BP it messes all the animations up. Like literally every animation has the skeleton contorted into a weird way. I've tried lots of different things to see what was wrong but no luck. What's going on?
People reported similar problems when using the mobile version of the UE4 mannequin. Verify you are using the desktop UE4 mannequin.UE4 Plugins: [Mixamo Animation Retargeting] - [Stereo Panoramic Player] - [Cardboard VR] - [MultiWorld]
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Originally posted by UNAmedia View Post
While you write "animation BP", can you confirm that the retargeted skeleton works correctly with the base "Animation Sequences"? Please open the retargeted skeleton, open the "Animation" sub-editor and verify that the desired Animation Sequences play correctly.
People reported similar problems when using the mobile version of the UE4 mannequin. Verify you are using the desktop UE4 mannequin.
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Originally posted by DarkInigma View Post
Well I tested it out, I am not able to assign any animation sequences to the retargeted skeleton. Is that a conclusive indication that my mennequin is the mobile version?UE4 Plugins: [Mixamo Animation Retargeting] - [Stereo Panoramic Player] - [Cardboard VR] - [MultiWorld]
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Originally posted by Adrien View PostHello there, i have a problem when building my custum engine 4.17 :
WeakObjectPtrTemplates.h(55): error C2338: TWeakObjectPtr can only be constructed with UObject typesUE4 Plugins: [Mixamo Animation Retargeting] - [Stereo Panoramic Player] - [Cardboard VR] - [MultiWorld]
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2>F:\Epic Games\GITHUB\4.15\UnrealEngine\Engine\Source\Runtime\CoreUObject\Public\UObject/UObjectGlobals.h(1322): error C2027: use of undefined type 'URig'
2> f:\epic games\github\4.15\unrealengine\engine\plugins\marketplace\mixamoanimationretargeting\source\mixamoanimationretargeting\private\MixamoSkeletonRetargeter.h(9): note: see declaration of 'URig'
2> F:\Epic Games\GITHUB\4.15\UnrealEngine\Engine\Plugins\Marketplace\MixamoAnimationRetargeting\Source\MixamoAnimationRetargeting\Private\MixamoSkeletonRetargeter.cpp(467): note: see reference to function template instantiation 'T *LoadObject<URig>(UObject *,const TCHAR *,const TCHAR *,uint32,UPackageMap *)' being compiled
2> with
2> [
2> T=URig
2> ]
2>F:\Epic Games\GITHUB\4.15\UnrealEngine\Engine\Source\Runtime\CoreUObject\Public\UObject/UObjectGlobals.h(1322): error C3861: 'StaticClass': identifier not found
2>F:\Epic Games\GITHUB\4.15\UnrealEngine\Engine\Source\Runtime\Core\Public\UObject/WeakObjectPtrTemplates.h(95): error C2664: 'void FWeakObjectPtr:perator =(const FWeakObjectPtr &)': cannot convert argument 1 from 'const URig *' to 'const UObject *'
2> F:\Epic Games\GITHUB\4.15\UnrealEngine\Engine\Source\Runtime\Core\Public\UObject/WeakObjectPtrTemplates.h(95): note: Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
2> F:\Epic Games\GITHUB\4.15\UnrealEngine\Engine\Plugins\Marketplace\MixamoAnimationRetargeting\Source\MixamoAnimationRetargeting\Private\MixamoSkeletonRetargeter.cpp(467): note: see reference to function template instantiation 'void TWeakObjectPtr<URig,FWeakObjectPtr>:perator =<T>(const U *)' being compiled
2> with
2> [
2> T=URig,
2> U=URig
2> ]
2> F:\Epic Games\GITHUB\4.15\UnrealEngine\Engine\Plugins\Marketplace\MixamoAnimationRetargeting\Source\MixamoAnimationRetargeting\Private\MixamoSkeletonRetargeter.cpp(467): note: see reference to function template instantiation 'void TWeakObjectPtr<URig,FWeakObjectPtr>:perator =<T>(const U *)' being compiled
2> with
2> [
2> T=URig,
2> U=URig
2> ]
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Originally posted by Adrien View Post2>F:\Epic Games\GITHUB\4.15\UnrealEngine\Engine\Source\Runtime\CoreUObject\Public\UObject/UObjectGlobals.h(1322): error C2027: use of undefined type 'URig'
2> f:\epic games\github\4.15\unrealengine\engine\plugins\marketplace\mixamoanimationretargeting\source\mixamoanimationretargeting\private\MixamoSkeletonRetargeter.h(9): note: see declaration of 'URig'
[...]
2> F:\Epic Games\GITHUB\4.15\UnrealEngine\Engine\Plugins\Marketplace\MixamoAnimationRetargeting\Source\MixamoAnimationRetargeting\Private\MixamoSkeletonRetargeter.cpp(467): note: see reference to function template instantiation 'void TWeakObjectPtr<URig,FWeakObjectPtr>:perator =<T>(const U *)' being compiled
2> with
2> [
2> T=URig,
2> U=URig
2> ]
from this snippet it's unclear what and how you are compiling. Please double check that the version of the plugin is the same of the version of the compiled engine (for each version of the engine, there is a different version of the plugin source code).
In addition, I'm not sure that you can build the plugins together with the main engine. We usually test the plugin simply adding it to the final project. Here you can find the instructions for building our plugin directly from the source code, adding it to the project: https://we.tl/T1vDII62U7 .UE4 Plugins: [Mixamo Animation Retargeting] - [Stereo Panoramic Player] - [Cardboard VR] - [MultiWorld]
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