Import Mixamo Animation: Difference between revisions
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== New Way (2025) == | |||
1) Download: Terribilis Studio Launcher from <nowiki>https://terribilisstudio.fr/?section=LAUNCHER</nowiki> | |||
2) Installed the Mixamo Converter from within the launcher | |||
3) Uploaded to Mixamo the skeleton present in the converter: F:\My Programs\Gfx\mixamo_converter_launcher\mixamo_converter\Mannequins\official man Unreal Engine 4\_SK_Mannequin.FBX | |||
4) Downloaded the animation from Mixamo and placed it in IncomingFbx in the converter | |||
5) Converted | |||
6) Import in Unreal using the UE4_Mannequin_Skeleton skeleton (UE default) | |||
7) Retarget to our skeleton | |||
== New Way (2021) == | |||
1) Download: Mixamo_Converter from http://terribilisstudio.fr/?section=MC | |||
(Installed on my machine under F:\My Programs\Gfx\mixamo_converter\) | |||
2) Upload SK_Mannequin_For_Mixamo.FBX in Mixamo app | |||
(On my machine in F:\My Programs\Gfx\mixamo_converter\SK_Mannequin_For_Mixamo.FBX) | |||
3) Click on Download, Choose Format: FBX, Skin: without Skin, Keyframe Reduction: none | |||
4) Put it in mixamo_converter\Initial directory, run the converter, get the result from Complete directory | |||
5) Import in Unreal using the UE4_Mannequin_Skeleton skeleton (UE default) | |||
6) Retarget on our skeleton | |||
== Old Way (before 2021) == | |||
Here are the steps to import a Mixamo Animation in our rigs. | Here are the steps to import a Mixamo Animation in our rigs. | ||
Latest revision as of 15:38, 12 May 2025
New Way (2025)
1) Download: Terribilis Studio Launcher from https://terribilisstudio.fr/?section=LAUNCHER
2) Installed the Mixamo Converter from within the launcher
3) Uploaded to Mixamo the skeleton present in the converter: F:\My Programs\Gfx\mixamo_converter_launcher\mixamo_converter\Mannequins\official man Unreal Engine 4\_SK_Mannequin.FBX
4) Downloaded the animation from Mixamo and placed it in IncomingFbx in the converter
5) Converted
6) Import in Unreal using the UE4_Mannequin_Skeleton skeleton (UE default)
7) Retarget to our skeleton
New Way (2021)
1) Download: Mixamo_Converter from http://terribilisstudio.fr/?section=MC
(Installed on my machine under F:\My Programs\Gfx\mixamo_converter\)
2) Upload SK_Mannequin_For_Mixamo.FBX in Mixamo app
(On my machine in F:\My Programs\Gfx\mixamo_converter\SK_Mannequin_For_Mixamo.FBX)
3) Click on Download, Choose Format: FBX, Skin: without Skin, Keyframe Reduction: none
4) Put it in mixamo_converter\Initial directory, run the converter, get the result from Complete directory
5) Import in Unreal using the UE4_Mannequin_Skeleton skeleton (UE default)
6) Retarget on our skeleton
Old Way (before 2021)
Here are the steps to import a Mixamo Animation in our rigs.
1) Upload ueart\characters\Base Animations\UE4_Mannequinn_BaseT.fbx to Mixamo web site and use this character to view animations
2) Select the animation you want
3) Click on Download, Choose Format: FBX, Skin: without Skin, Keyframe Reduction: none
4) Import the FBX in Unreal and select the "\PSTemplate\Animations\Mixamo\Mixamo_Skeleton" as target, you will get a new animation file
(Note: This step is needed also for the base UE Skeleton, as you cannot go directly from Mixamo to UE, but need the Mixamo Skeleton as middle step)
At this point you will have the new animation working for the Mixamo skeleton.
5) Open the target skeleton and execute the steps to set retarget source and rig as shown in this video:
https://youtu.be/qzQ-xt1S0OE?t=221
This will allow the skeleton to be see as "compatible" in the retarget window. If your skeleton is not appearing in the retarget list then the step 5 is missing.
6) Right click the new animation file and choose "Retarget Anim Asset>Duplicate Anim Asset and Retarget". This step must be done after step 5, or it will not work.