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Adding animations in blender to mixamo rig and using it then in unity

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Im making a fully animated character. I made a model in blender, rigged and animated it in mixamo. Downloaded it as usual to unity and everything worked. But! I also need to create some custom animations by hand in blender and use them togerther with the ones from mixamo. Sounds simple, right? Nope. I downloaded the rigged character in the recommended format (.dae), imported to blender and created a simple test animation. Then i imported it into unity as usual (tried both .blend and .fbx). Technically i should be able to use the animations i got from mixamo on the character i imported from blender with the handmade animations because its the same rig, right? Nope. There is a little problem, the rig structure from mixamo looks like this: ![alt text][1] The structure from blender looks like this: ![alt text][2] [1]: /storage/temp/87519-d0882acfd3ff5d426b4679a76cd3fa63.png [2]: /storage/temp/87520-e4eec9db43339bcdeed27d338ebce6cb.png And because of that hierarchy difference (armature object) i get an error when i try to use the avatar from the blender import on the animatons: *Copied Avatar Rig Configuration mis-match. Transform hierarchy does not match: Transform 'mixamorig_Hips_0' for human bone 'Hips' not found.* Tried some things (naming it the same, ...) but nothing worked, also, importing all the animations through blender is not practical as there are a lot of them (100+) and there will be probably more. Any ideas? TLDR: Rig structure in unity is different from blender even tho they are both from the same mixamo rig. Any way to solve this?

How to address foot slip with Mixamo walk animation

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I'm playing with a walking animation from Mixamo, and the character is showing massive foot slip. I've tried this with root motion from the animation, as well as root motion through a script (OnAnimatorMove). I don't understand how the movement distance is calculated. The translation amount is way too small. The animation looks fine on Mixamo's site. I'm using "in-place" animations. Any suggestions as to where to look?

Mixamo animations root motion

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Hi, I'm using mixamo animations for my 3d game characters, but I have problem with root motions If I'm turning on root motion on character it's position and rotation starting to change during animation, and it cause a lot of problems, and if I'm turning those off then animation becoming unrealistic,, what can I do with that?

mixamo models aren't rendering well in unity

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I created a character in mixamo fuse and i imported it into unity But there is a problem: the model isn't rendering well in unity and it looks really bad How can i fix it? In fuse: http://www.interload.co.il/upload/6272014.png In unity: https://i.imgur.com/8aCc2Tl.png Please help! :) Thanks

Falling animations to a 3d mixamo character

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Hi I'm trying to add a falling animation to a character i got from the mixamo store. I need the animation to work so that if i press the spacebar, it will play an animation for the start of the jump, then for the duration of time that my character is in the air,it will loop a falling animation. Then it will play the landing animation when I land. The thing is that i don't know where to begin on sorting out the falling animation. Can anyone help me with this? If it's any help, I'm using the FPS movement script in the standard asset pack. Thanks! :)

(Unity/Mixamo) Animation won't play all frames

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Hello all, I'm trying to make this mobile game in Unity and working out the character animator controller. After consulting some tutorials by Unity and Mixamo, I figured out how to play a certain animation when I touch the corresponding button on screen ( I use triggers). However, when I create a transition from let's say State A to State B, the animation(motion) of State B does not play all frames and is quickly stopped before it finishes completely. I tried increasing transition duration, the outcome was that the animation took longer to finish, but the motion itself was altered ( Increasing motion speed did not give good results either ). What's odd is that if I use an animation that I did not download from Mixamo ( for example an animation that came with Unity ) and increase transition duration, the animations takes the time it needs to finish and the original motion is preserved. So I presume that the issue is exclusive to the animations that I download from Mixamo. Where am I going wrong with this ? ♦ Are the Import conditions wrong ? ( I chose "FBX for Unity","Without Skin", set Keyframe reduction to "none", and use 30 FPS, 60FPS gives the same result ). ♦ Is there a problem concerning avatars ? ( I use "Create from this model" ). If I use "Create from other avatar" with the BetaAvatar* ( or the FBX's avatar if I downloaded "With Skin" ) the animation plays but is interrupted. If I use my own game character's avatar, the same thing happens, but the model is distorted. *BetaAvatar is the avatar of a character downloaded from Mixamo. I hope someone can help me out with this. Thank you, Joe.

Blender import to Unity has metallic shading, black spots when rigging is enabled

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https://snag.gy/pBhYxJ.jpg
^screenshot of problem I've created a simple rigged mesh in blender, and am trying to import into unity. It imports fine, and when there is no rig enabled, the shading is alright. But when I enable the rig, the shading becomes very metallic and smooth even without a material enabled. I used a mixamo rig, then made one myself. The rig itself works fine and I'm importing as fbx.

Is it possible to attach a Gun to a Mixamo Character? (Need to export the character with hand sockets available).

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Is it possible to export a Mixamo Character to Unity in a way that I can attach a gun to its ''palm-socket''? Right now, I'm only able to attach a gun to the 'Body' of the Mixamo Character. Because of this, the gun will float at the position which is given to it when, for example, using a Running Animation. Only the 'Hips' of the exported Mixamo Character are divided into different sections where individual sockets can be selected - this is not possible for different body parts such as arms, hands, etc. If someone knows how I can export a Mixamo Character where I can select each individual socket of the hands, making it possible to attach a gun to its hand, please let me know! Thank you! Kind regards.

Animations and Rotation of character

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I'm using a mixamo animation of Turn left by 90 degrees but when the animation is finished the character jumps to idle animation which is not in the same direction. How to fix this problem ?

Why are my animations not working correctly?

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Hi I downloaded some animation clips from mixamo in the 'FBX for Unity without skin' format. The animations look fine in mixamo, however when i put them on my character model, the animations become very weird, i.e ,the feet or the hands are aligned backwards and sometimes the entire body is tilted at some angle. This problem makes the character look very stupid. I am using unity's standard assets character model. I have also used mixamo's character model(.fbx) but the problem still persisted. Please, help me, as i can't move forward with my project until i have fixed this issue. PS - I also put those animations on the character model provided by Mixamo, but it still didn't work. Below images illustrate the problem. ![alt text][1] what it was supposed to look like (notice the legs) : ![alt text][2] [1]: /storage/temp/101461-screenshot-21.png [2]: /storage/temp/101462-screenshot-23.png More -

Can humanoid animations play on Generic rig Character?

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I have a humanoid character and its animation. I have rigged a model from mixamo and its rig is generic. How can i use humanoid animations on my mixamo rigged character?

Apply humanoid setting to Mixamo animation causing wrong pose

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Hi. I've just downloaded model along with walking animation from MIxamo site. If I leave avatar setting as Generic, everything is just fine.But when I set avatar to Humanoid in both model/animation and copy avatar from model to animation, problem came up: Walking pose is turned 45 degree from Oz axis. Anyone experienced the same problem?

Mixamo animations get weird when set to humanoid

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When i set my character downloaded from mixamo and all his animations to humanoid it gets broken like in the image. Does anyone know how to fix this? ![alt text][1] [1]: /storage/temp/105531-screenshot.png

Mixamo separate head animations

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Hi All,

I seem to have a problem which I can't seem to find the solution for:

I have a rigged mixamo character.

I can successfully download skeleton animations from mixamo with this rigged character and target the animations with the character controller - which get applied to a separate T-posed model.

BUT...

I need to animate the head separately so I can animate blinks, mouth movement etc.

If I open a mixamo generated .FBX in cinema 4d and export as FBX (with no changes) the character controller can no longer target the T-pose model and when playing the character stays in T-pose.

Have tried child -parenting a head model to the skinned head model (in UNITY) but this has no effect.

So in summary I need a way to animate a character head separately to a predefined mixamo animation, whilst being able to switch animations with the Animation Controller. Surely this is straight forward...

Any help greatly appreciated.

animation from mixamo does not work with the character uploaded from fuse

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i'm working with a project that use several character and animation from mixamo. but some of them work well and some did not. the character got jumbled when i use the animation on it.can anyone help me? i use generic on the rig option because it work on the first character. i didn't use humanoid because the character got buried in the ground and none of the animation work. ![alt text][1] [1]: /storage/temp/109412-tanya.jpg

Character textures are wrong

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As you can see here, Im having some trouble with my model, the whole character is covered with only one texture, instead of having a face, hair and body texture with it, i got this from mixamo and it showed my textures fine, everything was in place in Mixamo, but when i download the T-Pose in .dae format of that character, and placed in Unity, this happened, any ideas on why it does this? any help is apriciated. I really wanna use this character for VrChat. but i dont wanna walk around with that on my face. [1]: /storage/temp/109666-screenshot-3.png

Mixamo Animations for Asset Store

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Hello, I recently created a knight model to publish on the unity asset store. I auto rigged it with mixamo. Can I sell my character for money with the mixamo animations?

Animation never officially completes

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I am using Mixamo characters in my Unity game. I am trying to programmatically loop the character walking. My code is as follows: private Animator anim; // Use this for initialization void Start () { // Get the animator component. anim = GetComponent (); } // Update is called once per frame void Update () { if (!anim.GetCurrentAnimatorStateInfo (0).IsName ("Walking")) { anim.Play ("Walking"); } } But the animation doesn't play again after the first loop. You can see in the inspector that it hangs at the very end. It stays in this state for perpetuity. ![alt text][1] [1]: /storage/temp/110561-screen-shot-2018-02-02-at-21323-am.png

mixamo animation problems

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Whenever I download an animation from mixamo.com the legs and feet of the character are always moving around and look nothing like on the website. I am using the same exact model and skeleton that I uploaded to the website, but yet on the website the animations are fine. Any ideas how to fix this?

Mixamo Animations not working in VR ?

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I imported few animations from Mixamo and added to unity. Animations are working in 3D game but not working in VR. Unity 2017.2.0f3, VR: Oculus rift and VRTK Plugin.
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