Originally posted by Justin.Dooley
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Mixamo Animation Retargeting
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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.UE4 Plugins: [Mixamo Animation Retargeting] - [Stereo Panoramic Player] - [Cardboard VR] - [MultiWorld]
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Originally posted by xBULL3TxSP0NGEx View PostIt'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.
Originally posted by OverRated_AU View PostI 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.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.
UE4 Plugins: [Mixamo Animation Retargeting] - [Stereo Panoramic Player] - [Cardboard VR] - [MultiWorld]
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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.
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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.
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Originally posted by UNAmedia View PostThanks
The plugin born exactly for this reasonIt 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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Originally posted by Voradori View Postjust 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
Originally posted by Voradori View Postbut 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?UE4 Plugins: [Mixamo Animation Retargeting] - [Stereo Panoramic Player] - [Cardboard VR] - [MultiWorld]
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Originally posted by BoothDigital View PostQuick 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.- https://youtu.be/vzGO_xToP78?list=PL...iEU7hb0eomNLdq (playlist "Blueprint Twin Stick Shooter, v4.8", videos #16, #17, #18, #20)
- https://docs.unrealengine.com/latest...nts/index.html
- https://docs.unrealengine.com/latest...nimBlueprints/
Last edited by UNAmedia; 05-09-2017, 08:32 AM.UE4 Plugins: [Mixamo Animation Retargeting] - [Stereo Panoramic Player] - [Cardboard VR] - [MultiWorld]
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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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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:
and video
https://youtu.be/vM_u6o9WCvMLast edited by Voradori; 05-10-2017, 03:24 PM.
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Originally posted by Voradori View Posthmm, 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
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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Originally posted by thankstipscom View PostSomething to do with the root rotation I think.
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
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 videoLast edited by Voradori; 05-10-2017, 06:56 PM.
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