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Mixamo Animation Retargeting

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  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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:	123
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:	88
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:	97
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.

    Leave a comment:


  • replied
    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:	123
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:	88
Size:	661.2 KB
ID:	1793771

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

    Leave a comment:


  • replied
    Hi everyone! The update for UE4.25 has been submitted to Epic, it should be available in few days.

    Leave a comment:


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

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    Originally posted by driftingcloudYT View Post
    Hi this looks like the thing I need. But before I go ahead and make my purchase can you tell me something?
    If i re target a paragon animation to ue4 mannequin could i then re target it to my mixamo character.
    Hi! I *suppose* it should work. Unfortunately we don't have direct experience with Paragon characters. From a theoretical point of view, if you can successfully retarget them to the UE4 mannequin, then you should be able to retarget the result to the Mixamo skeleton. Of course each step would introduce (hopefully small) errors, so you could need to make several adjustments to tune the end results (here a short tutorial on how to do it: https://www.youtube.com/watch?v=soEEw4oS7no)

    Maybe some other user here could share its own experience with this process.

    Leave a comment:


  • replied
    Hi this looks like the thing I need. But before I go ahead and make my purchase can you tell me something?
    If i re target a paragon animation to ue4 mannequin could i then re target it to my mixamo character.

    Leave a comment:


  • replied
    Originally posted by jacobparise100 View Post
    Hello, I am not able to get root motion to work with this plugin. My character does the animation and snaps back into the original spot they were in. Also, when I use "generate root motion animation", it crashes my engine. Thanks
    Hi!

    In case you have missed it, here a short tutorial on how to use the "root motion" features of the plugin (maybe it could help with some missed step):



    In case the issue persists, here few more questions to help solving your problem:
    • have you modified the assets downloaded from Mixamo (e.g. using Blender, 3D Studio Max or others)? (adding/removing/renaming bones or animation tracks from the original files could cause crashes)
    • the "root motion animation" that snaps back, is an existing root motion animation based on the UE4 mannequin or one converted by the plugin?
    • can you send us a copy of the two animations that makes the action "generate root motion animation" to crash? (you can send them at support@unamedia.com)
    Thanks!

    Leave a comment:


  • replied
    Hello, I am not able to get root motion to work with this plugin. My character does the animation and snaps back into the original spot they were in. Also, when I use "generate root motion animation", it crashes my engine. Thanks

    Leave a comment:


  • replied
    Originally posted by BorjaZoroza View Post
    Sup, I've been using the plugin for a while and I've run into this issue:

    I have a bunch of animations for the default Unreal skeleton, and I've imported a character with a Mixamo skeleton using the plugin. The animations work on him, but it messes up his shoulders making him look hunched over. How can I fix this? Thanks a lot!
    Hi! Issues with the shoulders are common unfortunately, the reason is that the UE4 mannequin has a slightly unique morphology. We made a tutorial video on how to manually adjust the end result of the retargeting to compensate for the difference between the UE4 mannequin and your specific character/animation:



    I hope this could help solving your issue.

    Leave a comment:


  • replied
    Sup, I've been using the plugin for a while and I've run into this issue:

    I have a bunch of animations for the default Unreal skeleton, and I've imported a character with a Mixamo skeleton using the plugin. The animations work on him, but it messes up his shoulders making him look hunched over. How can I fix this? Thanks a lot!

    Leave a comment:

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