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    #46
    Originally posted by Justin.Dooley View Post
    I just want a single place to hold everything. I tend to loose track of where I keep things if they are not all in one place. The epic vault does that for me.
    fair enough - I thought that one place would in Documents>Unreal Projects lol
    Artstation

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      #47
      Quick update: Epic reviewed our code and asked for a minor modification that we already sent. We hope to be able to share some news in the next days

      For those who bought the plugin on Gumroad: we published version "1.0.1" containing a minor fix for a possible crash. We suggest to update.

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        #48
        It's rare I'll open my wallet as I'm a small developer with limited funding. Once this hits the market, a rare moment shall occur. Props to you and your team for this.

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          #49
          I have a question, how does this apply to models downloaded of the Maximo site now they have dropped support for the engine, you can still download the normal FBX format but its isn't the right skeleton.

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            #50
            Originally posted by xBULL3TxSP0NGEx View Post
            It's rare I'll open my wallet as I'm a small developer with limited funding. Once this hits the market, a rare moment shall occur. Props to you and your team for this.
            Thanks


            Originally posted by OverRated_AU View Post
            I have a question, how does this apply to models downloaded of the Maximo site now they have dropped support for the engine, you can still download the normal FBX format but its isn't the right skeleton.
            The plugin born exactly for this reason It works on the current normal FBX format downloaded from the Mixamo website. After you import the downloaded FBX in UE4, it applies several "fixes" to let you re-use existing Unreal Engine 4 animations with the downloaded Mixamo character.

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              #51
              Quick question - I uploaded my own character to Mixamo and then exported it, brought it into UE4. I'm trying to use with the Side Scroller Shooter Kit but with zero luck. It "appears" to work; however, the character remains in T-pose and does not animate. Does this plugin only work with actual Mixamo characters? Any thoughts welcomed, I can provide additional info if needed.
              Artstation

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                #52
                just bought and tested.
                works perfectly for me to make unreal marketplace anims work with fuse characters.
                it could take about month to convert all our anims manually for our 2-man team. so your plugin definitely worth paying for it

                but I have the next question.
                when the plugin will be released for marketplace, how will you support updates for us, who bought it on gumroad?
                Last edited by Voradori; 05-08-2017, 09:45 PM.
                Final Protection the game
                Final Protection RU VK group

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                  #53
                  Originally posted by UNAmedia View Post
                  Thanks




                  The plugin born exactly for this reason It works on the current normal FBX format downloaded from the Mixamo website. After you import the downloaded FBX in UE4, it applies several "fixes" to let you re-use existing Unreal Engine 4 animations with the downloaded Mixamo character.
                  Ah great thanks for the info.

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                    #54
                    Originally posted by Voradori View Post
                    just bought and tested.
                    works perfectly for me to make unreal marketplace anims work with fuse characters.
                    it could take about month to convert all our anims manually for our 2-man team. so your plugin definitely worth paying for it
                    Thanks!

                    Originally posted by Voradori View Post
                    but I have the next question.
                    when the plugin will be released for marketplace, how will you support updates for us, who bought it on gumroad?
                    Gumroad will be supported at the same level as the Epic Marketplace. All releases and updates will land both on the Marketplace and on Gumroad, equally. Looking at the time required by Epic to validate the current submission, is possible that updates will land quickly on Gumroad.

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                      #55
                      Originally posted by BoothDigital View Post
                      Quick question - I uploaded my own character to Mixamo and then exported it, brought it into UE4. I'm trying to use with the Side Scroller Shooter Kit but with zero luck. It "appears" to work; however, the character remains in T-pose and does not animate. Does this plugin only work with actual Mixamo characters? Any thoughts welcomed, I can provide additional info if needed.
                      The plugin applies several "fixes" to the Mixamo assets to integrate them better in Unreal Engine 4 (e.g. to make Marketplace animations work with Mixamo characters, etc.). Applying such animations to a player character/pawn is out of the scope of the plugin. To see an animated skeletal mesh, you must assign a fixed animation to your player pawn or (better) assign it a custom Blueprint Animation that activates and blends the right animation assets depending on the state/action of your pawn. You can find useful info here:
                      Last edited by UNAmedia; 05-09-2017, 08:32 AM.

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                        #56
                        SHUT UP AND TAKE MY MONEY!!! Seriously, I will grab this the day it arrives on the marketplace!

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                          #57
                          grabbed this from gumroad.

                          tried it yesterday.
                          holy... it worked as described without any issue. I didn't have to modify any source or anything....
                          can add meshes and/or anims from mixamo with ease.
                          I just.. I dont even know what to say....good job.. cool.
                          Snap-In Systems: <<< CLICK
                          | Inventory (Battle Royale) |Smart Select Box | Ready Game Modes | Handy Macros | Gun Weapon System |Simple Mesh Outliner |

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                            #58
                            hmm, guys, i have one thing for you to investigate.

                            take a mixamo skeleton with some mixamo animations.
                            patch with your plugin.
                            result - animations are blending correctly between themselves.

                            retarget some anims from unreal skeleton
                            result - retargeted animations are blending flawlessly between themselves.

                            so we have now 2 sets of anims (retargeted and mixamo with root added)
                            and next, when we try to blend mixamo anim with retargeted anim, we have next result:
                            mesh is moving down as blend strength is moving to 0.5.

                            its position is right at 0 and 1
                            root position stays at its place.
                            no retargeting option and translation retarget type for any bone have influece to this process
                            behavior is the same for blendspace assets and animBP transitions

                            so now i'm limited to use only mixamo anims, or only retargeted unreal anims.
                            it's not a great problem, but it's a thing you may be interested in

                            Here's some screens:
                             
                            Spoiler


                            and video
                            https://youtu.be/vM_u6o9WCvM
                            Last edited by Voradori; 05-10-2017, 03:24 PM.
                            Final Protection the game
                            Final Protection RU VK group

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                              #59
                              Originally posted by Voradori View Post
                              hmm, guys, i have one thing for you to investigate.

                              take a mixamo skeleton with some mixamo animations.
                              patch with your plugin.
                              result - animations are blending flawlessly.

                              retarget some anims from unreal skeleton
                              result - retargeted animations are blending flawlessly.

                              so we have now 2 sets of anims (retargeted and mixamo with root added)
                              and next, when we try to blend mixamo anim with retargeted anim, we have next result:
                              mesh is moving down as blend strength is moving to 0.5.

                              its position is right at 0 and 1
                              root position stays at its place.
                              no retargeting option and translation retarget type for any bone have influece to this process
                              behavior is the same for blendspace assets and animBP transitions
                              Oh no! Not that stupid dipping problem on blend! That was a nightmare back when I first picked up UE4 trying to use non-mp anims with mp anims.
                              Something to do with the root rotation I think. If you turn on visualizing the root bone I think you can see it during the blend. At least you used to be able to.

                              I second this. Hopefully this can be fixed, otherwise you can ONLY use mixamo anims exclusively with mixamo imported meshes/anims as blends will all be wonky like this.
                              Snap-In Systems: <<< CLICK
                              | Inventory (Battle Royale) |Smart Select Box | Ready Game Modes | Handy Macros | Gun Weapon System |Simple Mesh Outliner |

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                                #60
                                Originally posted by thankstipscom View Post
                                Something to do with the root rotation I think.
                                definitely so.
                                root bone is selected at screens and video - it's not changing during blend if hips translation is set to animation
                                issue can clearly be seen when Hips retarget translation is set to skeleton.
                                i think something surely can be done with it, maybe as some bool option when patching mixamo skeleton




                                in general, looks completely similar to old topic
                                https://forums.unrealengine.com/show...p-or-something
                                there was no complete workaround until Epic guys fixed Thirdperson template anims, which were used for retargeting.
                                it seems that not skeleton should be modified, but animations themselves. so bad...

                                maybe we can try to summon someone from staff here?
                                they can give some advice for us or plugin devs at least


                                UPDATE

                                found a workaround, but it's quite slow in case of dozens of animations
                                this should be applied to anims retargeted from unreal skeleton to make it blend with mixamo

                                1. export animation to Blender
                                2. Create a Root bone at center looking back
                                 
                                Spoiler

                                3. make it parent to hips
                                4. export fbx with default settings
                                5. import to UE Editor
                                6. rotate Hips by X to 180 degrees

                                result - perfect blending with no buggy char dipping

                                but this way costs too much time.
                                UNAmedia, what about adding script doing same thing to plugin at some future version?

                                if anyone needs it now and didn't understand how to - ask me, i'll make a video
                                Last edited by Voradori; 05-10-2017, 06:56 PM.
                                Final Protection the game
                                Final Protection RU VK group

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