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Mixamo Animation Retargeting

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  • 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:


  • replied
    Originally posted by willyFF7 View Post
    Hello, I got this plugin, in order to work with putting my mixamo character into another characters animations/blueprint. (from https://www.unrealengine.com/marketp...validated=true ) currently, when I try to retarget the anim blueprint, UE4 always crashes, tried a lot of things to fix it, so I got this and thought it would help but I don't know how to use it? I retargeted skeletons somewhat easily manually.. but idk if this is supposed to do anything different
    To use the plugin, you can follow the tutorial video here:



    Animation Blueprints are not managed by this plugin, all the retargeting processes (both for animations and blueprint) are done by Unreal Engine 4. If you could capture the complete crash log and report it here, we could try to look at it.

    Leave a comment:


  • replied
    Hello, I got this plugin, in order to work with putting my mixamo character into another characters animations/blueprint. (from https://www.unrealengine.com/marketp...validated=true ) currently, when I try to retarget the anim blueprint, UE4 always crashes, tried a lot of things to fix it, so I got this and thought it would help but I don't know how to use it? I retargeted skeletons somewhat easily manually.. but idk if this is supposed to do anything different

    Leave a comment:


  • replied
    Hi! The fix for UE4.24 is now available in the Marketplace. Thanks for your patience.

    If you're using UE4.24, ensure to update the plugin to version 1.1.5. You can update the plugin from the Epic Games Launcher application, clicking on the Installed Plugins link under the UE4.24 launch button.

    Leave a comment:


  • replied
    [update 2020-01-09] The fix for UE4.24 is available in the marketplace. Please ensure to update the plugin from the Launcher (from the Installed Plugins link).

    [update 2020-01-07] The fix has been validated. The update has been sent to Epic for review and should be available in the marketplace soon. Thanks for your patience!

    [update 2019-12-30] We have a working fix. It still needs testing. We'll share an update when the fix will be ready for release.

    Hi! We are aware of an issue with UE4.24: if you import an FBX with a Skeletal Mesh using UE4.24, the data are stored by the Editor in a new, unexpected way and the plugin fails to process the model (skinning is corrupted, see screenshot below for an example). We are actively investigating the issue and we'll provide an updated version of the plugin when fixed.

    In the mean time, this are known possible work-arounds:
    • import the FBX in a project for UE4.23 (or previous version), use the plugin there and then migrate the resulting assets in your UE4.24 project;
    • import the FBX in a project for UE4.23 (or previous version), migrate the imported assets to your UE4.24 project and then apply the plugin there.


    Click image for larger version  Name:	Annotation-20191222-201324.png Views:	28 Size:	265.0 KB ID:	1701033
    Last edited by UNAmedia; 01-09-2020, 08:57 AM.

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  • replied
    Hi everyone! The update for UE4.24 has been submitted to Epic for review. It should be available in few days.

    Leave a comment:

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