#mixamo โ Public Fediverse posts
Live and recent posts from across the Fediverse tagged #mixamo, aggregated by home.social.
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#gamedev #godot #animation
"so yes, #meshy does allow you to rig with a list of preset anims, but found this to be a smaller list than even those on #mixamo.am opting to just export #glb in t-pose, and used this plugin tut to help me retarget any mixamo anim..."
https://www.youtube.com/watch?v=WpSPJ_OKadM -
#gamedev #godot #animation
"so yes, #meshy does allow you to rig with a list of preset anims, but found this to be a smaller list than even those on #mixamo.am opting to just export #glb in t-pose, and used this plugin tut to help me retarget any mixamo anim..."
https://www.youtube.com/watch?v=WpSPJ_OKadM -
#gamedev #godot #animation
"so yes, #meshy does allow you to rig with a list of preset anims, but found this to be a smaller list than even those on #mixamo.am opting to just export #glb in t-pose, and used this plugin tut to help me retarget any mixamo anim..."
https://www.youtube.com/watch?v=WpSPJ_OKadM -
How to animate a non-humanoid bipedal monster in less than 1 minute: download a humanoid animation from #mixamo and only use the bones you need.
Photobashed textures, AO baked to vertex colors. For my side project #Meatcar .
#3dmodel #3dmodeling #rigging #rigify #retro3d #retro3dgraphics #gamedevelopment #indiegamedev #blender
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Blender -> Mixamo -> UE4 worked fairly well.
Blender -> Mixamo -> UE5 is not a fun trek.
The Make Human character exported from Blender looks pretty good in Mixamo, being of normal height and translation in the Mixamo animations window.
Once animations are imported into the game, this happens:
The materials mostly have default textures. The textures it is not using are all imported as translucent, necessitating a change to opaque for clothing, hair, and skin. Boots, when changed from translucent to opaque, also changed hue, losing red. Had to correct. It also has a recurring problem importing the base skin color.
Characters imported into Unreal Engine, which looked normal without animation, turned into 100X taller giants when animation was applied. This caused textures to strobe when resized. I thought it might be a units-based problem. Nothing I tried had better results. There was much texture strobe action.
I decided to stop using animations imported using the reduced Mixamo doll from Blender, and instead export the actual character as the skeleton for getting Mixamo animations, which is merged with the reduced doll. Those came in at the correct height, and without texture strobe effects, but with the character lying flat on its back. I can correct it in the character's blueprint, but it's no fun in the animation editor. Attempts to change its orientation in the import failed.
Then there is the AimWalk 1D blend. It requires 7 animations, some of which are unavailable in the 51 Sword and Shield animations from Mixamo, like Walk Right and Walk Left, ones one would think would take priority over some silly ones, but they are not provided. So I wound up using other animations. Close, but what a pain.
I'm 80% certain I'm 90% of the way there.
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I used a reduced doll (MakeHuman MPFB2) export from Blender for getting Mixamo animations. What happened was that, in some situations, the character was normal sized. In others it was 100X normal sized, and textures were flashing like a strobe light, probably because of the sizing problem. I tried sizing it in different ways, without success.
What seems to work is to export the imported Blender character from UE5, and to use it for getting Mixamo animations.
Now, I should note that this character had its Mixamo rig merged with the reduced doll's in Blender, which didn't seem to help before.
The animation I tested came in with the character at its correct size, and apparently without flashing. However, the animated character was rotated 90%, making the character lay flat on its back. In the character blueprint, I rolled it 90 degrees. Looks fine in-game.
That was one idle animation. So far, so good. Now to download and import the rest of them again, using the exported UE5 character.
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Un gioco di calcio con Unity? Scopriamo questo asset per Unity che imposta alcune basi per un vero e proprio gioco di calcio. I modelli utilizzati lasciano un po' a desiderare, perciรฒ andiamo alla ricerca di un'alternativa. #gamedev #euro2024 #unity3d #unityasset #mixamo https://www.youtube.com/watch?v=1OjLuznH42I
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๐ง Un esempio di personaggio usabile in qualunque tipo di animazione ottenuto usando #StableDiffusion, #Tripo e #Mixamo.
๐ฆพ Il risultato รจ straordinario.
๐ Creazione di @Kdawg500 (https://twitter.com/Kdawg5000/).___
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