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    I still can't get it to work. I downloaded a mixamo character and tried to retarget it following the tutorial, but it will not work. I'm at a loss, can someone help?

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      Originally posted by Red Panda Studio View Post
      I still can't get it to work. I downloaded a mixamo character and tried to retarget it following the tutorial, but it will not work. I'm at a loss, can someone help?
      You should provide more information about your issue. Please share the FBX you downloaded from Mixamo so that we can try to replicate your issue. Or record a video of what you're doing so that we can look at it.
      UE4 Plugins: [Mixamo Animation Retargeting] - [Stereo Panoramic Player] - [MultiWorld]

      Comment


        I have sent you an email since the forum doesn't allow sending FBX files. Thanks for your patience and your help.

        Comment


          Hi everyone! The update for UE4.25 has been submitted to Epic, it should be available in few days.
          UE4 Plugins: [Mixamo Animation Retargeting] - [Stereo Panoramic Player] - [MultiWorld]

          Comment


            Hey there, I'm running into an issue when retargeting animations. It looks like pelvis/Hip movement is not preserved. It makes the retargeted animation look unnatural.

            Steps to recreate:
            1. Make sure custom character has Humanoid rig selected.
            2. Download running animation with Mixamo character.
            3. Import to UE4 and ensure Mixamo Animation + Mixamo Skeleton working.
            4. Use Mixamo Animation Retargeting plugin to convert Mixamo Skeleton.
            5. Retarget running animation to other character.
            Here's what the animation looks like on the Mixamo character. Notice the bounce. Looks very natural.

            Click image for larger version

Name:	Mixamo_Run.gif
Views:	145
Size:	708.9 KB
ID:	1793770

            Now, here's the same animation retargeted to a different character. Notice the lack of bounce. Looks very weird.

            Click image for larger version

Name:	Custom_Run.gif
Views:	108
Size:	661.2 KB
ID:	1793771

            Is there something I'm doing wrong? Thanks for the help! Love the plugin!

            Comment


              Originally posted by opx_mvxt View Post
              Hey there, I'm running into an issue when retargeting animations. It looks like pelvis/Hip movement is not preserved. It makes the retargeted animation look unnatural.

              Steps to recreate:
              1. Make sure custom character has Humanoid rig selected.
              2. Download running animation with Mixamo character.
              3. Import to UE4 and ensure Mixamo Animation + Mixamo Skeleton working.
              4. Use Mixamo Animation Retargeting plugin to convert Mixamo Skeleton.
              5. Retarget running animation to other character.
              Here's what the animation looks like on the Mixamo character. Notice the bounce. Looks very natural.

              Click image for larger version

Name:	Mixamo_Run.gif
Views:	145
Size:	708.9 KB
ID:	1793770

              Now, here's the same animation retargeted to a different character. Notice the lack of bounce. Looks very weird.

              Click image for larger version

Name:	Custom_Run.gif
Views:	108
Size:	661.2 KB
ID:	1793771

              Is there something I'm doing wrong? Thanks for the help! Love the plugin!
              Hi!

              We analyzed your report but we were not able to reproduce it. With a test using a running animation by Mixamo on the UE4 mannequin, the animation seems playing as expected:

              Click image for larger version

Name:	mixamo.gif
Views:	115
Size:	263.1 KB
ID:	1794042

              Looking at your GIF, it seems that your target character is using a skeleton slightly different that the standard UE4 mannequin one. It could be possible that the original skeleton is missing the bone corresponding to the one animated by Mixamo, or that the model is not skinned accordingly. Could you please double check it? If the problem persists, could you please send a ZIP of the original FBX of the target character (before any retargeting done by our plugin) at support@unamedia.com so that we can try to look at it?

              Thanks.
              UE4 Plugins: [Mixamo Animation Retargeting] - [Stereo Panoramic Player] - [MultiWorld]

              Comment


                Originally posted by UNAmedia View Post
                We analyzed your report but we were not able to reproduce it. With a test using a running animation by Mixamo on the UE4 mannequin, the animation seems playing as expected:
                .
                Hi there, sorry for slow reply. I looked into it and it turns out I had my animation retargeting settings incorrect. Root & Pelvis need to be set to Animation or AnimationScaled while the rest of the skeleton needs to be set to Skeleton. For anyone else looking at this, you can find this by going to Skeleton -> Skeleton Tree tab -> Options -> Show Retargeting Options.
                Attached Files

                Comment


                  Hello,

                  Is there any way I may get some help? I am trying to use root motion to have my character roll, and I think I have everything done correctly, but when I try to roll, the character plays the animation but does not move forward. I am pretty sure I have the root bone added, but I'm not sure. Thank you very much, I hope to hear back soon. I am currently stuck where I am at.

                  Comment


                    Originally posted by Andyzeus Nutus View Post
                    Hello,

                    Is there any way I may get some help? I am trying to use root motion to have my character roll, and I think I have everything done correctly, but when I try to roll, the character plays the animation but does not move forward. I am pretty sure I have the root bone added, but I'm not sure. Thank you very much, I hope to hear back soon. I am currently stuck where I am at.
                    Hi,

                    if you're trying to create a Root Motion animation from Mixamo animations, then we have a video tutorial explaining how to create it from a pair of Normal and In-Place Mixamo animations (both are required):



                    You can check if the used animation is a correct "Root Motion animation" opening the animation editor and enabling in the viewport the flag Character > Animation > Process Root Motion (and following the character with the camera). When the character will move too far, the editor will reset its position. With the flag disabled, the character will play the animation without moving its position. If everything is ok, you can follow the official documentation to properly play the animation in-game.
                    UE4 Plugins: [Mixamo Animation Retargeting] - [Stereo Panoramic Player] - [MultiWorld]

                    Comment


                      Hi,

                      if you see your animation/skeletal mesh "floating" in the Persona editors, this is (usually) caused by settings in the Persona editor and not issues with the mesh or animation. When you place your mesh in-game, its position is commonly determined by the character pawn capsule or by the skeletal mesh collision shape (check the skeletal mesh's Physics Asset). If you want to see your mesh not floating in the Persona editor, you can try unchecking the "View Options" > "Auto Align Floor to Mesh" option or playing with the "Floor Height Offset" value.

                      Click image for larger version

Name:	Mixamo-skeletal-floor.png
Views:	14
Size:	455.9 KB
ID:	1834288
                      UE4 Plugins: [Mixamo Animation Retargeting] - [Stereo Panoramic Player] - [MultiWorld]

                      Comment

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