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#mixamo โ€” Public Fediverse posts

Live and recent posts from across the Fediverse tagged #mixamo, aggregated by home.social.

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  1. nevermind I am clearly a little bit Stupid (TM). Does anyone have a decent idea how to get the animation/pose from a #Mixamo animation (exported without skin) from its armature to a separate one in #Blender? Trying to get a basic idle pose/animation set up with the existing armature and model, and I have no idea what I'm doing >.<

    The Mixamo fbx file was created after I imported the same fbx file that I'm importing into Unreal.

  2. #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..."
    youtube.com/watch?v=WpSPJ_OKadM

  3. #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..."
    youtube.com/watch?v=WpSPJ_OKadM

  4. #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..."
    youtube.com/watch?v=WpSPJ_OKadM

  5. Sadly using mixamo models and animations, but this animation experiment turned out to be fun.

    Double leg takedown in first person view.

    #blender #mixamo #animation

  6. Sadly using mixamo models and animations, but this animation experiment turned out to be fun.

    Double leg takedown in first person view.

    #blender #mixamo #animation

  7. Sadly using mixamo models and animations, but this animation experiment turned out to be fun.

    Double leg takedown in first person view.

    #blender #mixamo #animation

  8. Sadly using mixamo models and animations, but this animation experiment turned out to be fun.

    Double leg takedown in first person view.

    #blender #mixamo #animation

  9. Sadly using mixamo models and animations, but this animation experiment turned out to be fun.

    Double leg takedown in first person view.

    #blender #mixamo #animation

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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

  15. 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.

    #UE5 #Blender #Mixamo #animation #MakeHuman

  16. 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.

    #UE5 #Blender #Mixamo #animation #MakeHuman

  17. 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.

    #UE5 #Blender #Mixamo #animation #MakeHuman

  18. 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.

    #UE5 #Blender #Mixamo #animation #MakeHuman

  19. 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.

    #UE5 #Mixamo #Blender #MakeHuman

  20. 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.

    #UE5 #Mixamo #Blender #MakeHuman

  21. 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.

    #UE5 #Mixamo #Blender #MakeHuman

  22. 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.

    #UE5 #Mixamo #Blender #MakeHuman

  23. This is a nice tool to convert #Mixamo animations to the Manny skeletons for Unreal 4 & 5

    terribilisstudio.fr/?section=M

    #GameDev

  24. This is a nice tool to convert #Mixamo animations to the Manny skeletons for Unreal 4 & 5

    terribilisstudio.fr/?section=M

    #GameDev

  25. This is a nice tool to convert #Mixamo animations to the Manny skeletons for Unreal 4 & 5

    terribilisstudio.fr/?section=M

    #GameDev

  26. This is a nice tool to convert #Mixamo animations to the Manny skeletons for Unreal 4 & 5

    terribilisstudio.fr/?section=M

    #GameDev

  27. [EO] En Firefox en mixamo,com nevidebla estas uzula modelo (en fenestro de antaลญrigardo estas senhave).
    En konzolo eble ricevi erarojn, ekzemple:
    THREE.WebGLShader: Shader couldn't compile`
    Unu el solvoj povas esti lanฤ‰o de foliumilo kun ฤ‰i komandoj:
    `MESA_GL_VERSION_OVERRIDE=4.6 MESA_GLSL_VERSION_OVERRIDE=460 firefox-esr`

    GL_VERSION'n, kiel minimumon mi havas, ne malpli 4.0 (GLSL=400; 3.3 jam ne funkcias).

  28. [RU] ะ’ Firefox (ะžะณะฝะตะปะธัะต) ะฝะฐ mixamo,com ะฝะต ะพั‚ะพะฑั€ะฐะถะฐะตั‚ัั ะฟะพะปัŒะทะพะฒะฐั‚ะตะปัŒัะบะฐั ะผะพะดะตะปัŒ (ะฒ ะพะบะฝะต ะฟั€ะตะดะฟั€ะพัะผะพั‚ั€ะฐ ะฟัƒัั‚ะพ).
    ะ’ ะบะพะฝัะพะปะธ ะผะพะถะฝะพ ะฟะพะปัƒั‡ะธั‚ัŒ ั€ัะด ะพัˆะธะฑะพะบ, ะฝะฐะฟั€ะธะผะตั€: `
    THREE.WebGLShader: Shader couldn't compile`
    ะžะดะฝะธะผ ะธะท ั€ะตัˆะตะฝะธะน ะผะพะถะตั‚ ะฑั‹ั‚ัŒ ะทะฐะฟัƒัะบ ะฑั€ะฐัƒะทะตั€ะฐ ั ัั‚ะธะผะธ ะบะพะผะฐะฝะดะฐะผะธ:
    `MESA_GL_VERSION_OVERRIDE=4.6 MESA_GLSL_VERSION_OVERRIDE=460 firefox-esr`

    GL_VERSION, ะบะฐะบ ะผะธะฝะธะผัƒะผ ัƒ ะผะตะฝั, ะฝะต ะผะตะฝัŒัˆะต 4.0 (GLSL=400; 3.3 ัƒะถะต ะฝะต ั€ะฐะฑะพั‚ะฐะตั‚).

  29. Scary skeleton is all rigged up. Downloaded a #mixamo animation to test it out. I still need to uv unwrap this and clean up the textures. (Using object coords for now causing the material to move around.) #GameDev #IndieDev #IndieGameDev #IndieGames #Blender

  30. Scary skeleton is all rigged up. Downloaded a #mixamo animation to test it out. I still need to uv unwrap this and clean up the textures. (Using object coords for now causing the material to move around.) #GameDev #IndieDev #IndieGameDev #IndieGames #Blender

  31. Scary skeleton is all rigged up. Downloaded a #mixamo animation to test it out. I still need to uv unwrap this and clean up the textures. (Using object coords for now causing the material to move around.) #GameDev #IndieDev #IndieGameDev #IndieGames #Blender

  32. Scary skeleton is all rigged up. Downloaded a #mixamo animation to test it out. I still need to uv unwrap this and clean up the textures. (Using object coords for now causing the material to move around.) #GameDev #IndieDev #IndieGameDev #IndieGames #Blender

  33. Scary skeleton is all rigged up. Downloaded a #mixamo animation to test it out. I still need to uv unwrap this and clean up the textures. (Using object coords for now causing the material to move around.) #GameDev #IndieDev #IndieGameDev #IndieGames #Blender

  34. Proviamo un sito che, grazie all'intelligenza artificiale, genera modelli tridimensionali a partire da descrizioni o da immagini bidimensionali, per poi importare i modelli in Unity dopo averli animati con Mixamo. Vediamo assieme qual รจ la procedura da seguire! #3danimation #artificialintelligence #unity3d #mixamo youtube.com/watch?v=WQiOne3QL_

  35. Proviamo un sito che, grazie all'intelligenza artificiale, genera modelli tridimensionali a partire da descrizioni o da immagini bidimensionali, per poi importare i modelli in Unity dopo averli animati con Mixamo. Vediamo assieme qual รจ la procedura da seguire! #3danimation #artificialintelligence #unity3d #mixamo youtube.com/watch?v=WQiOne3QL_

  36. My model is alive โšก

    I also tried some #mixamo animations on this, but they didn't look right. I suspect it's either because of the chibi proportions, or because they were designed for a different rest pose.

    Next step: drive the eye sprites with bones.

    (Originally posted as a reply to myself; reposting it as a standalone post)

    #retro3d #retrographics #n64graphics #blender #rigging #indiedev #indiegame #lowpoly #rigify #wireframewednesday

  37. 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 youtube.com/watch?v=1OjLuznH42

  38. 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 youtube.com/watch?v=1OjLuznH42

  39. 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 youtube.com/watch?v=1OjLuznH42

  40. 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 youtube.com/watch?v=1OjLuznH42

  41. 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 youtube.com/watch?v=1OjLuznH42

  42. ๐Ÿง  Un esempio di personaggio usabile in qualunque tipo di animazione ottenuto usando #StableDiffusion, #Tripo e #Mixamo.
    ๐Ÿฆพ Il risultato รจ straordinario.
    ๐Ÿ‘‰ Creazione di @Kdawg500 (twitter.com/Kdawg5000/).

    ___

    โœ‰๏ธ ๐—ฆ๐—ฒ ๐˜ƒ๐˜‚๐—ผ๐—ถ ๐—ฟ๐—ถ๐—บ๐—ฎ๐—ป๐—ฒ๐—ฟ๐—ฒ ๐—ฎ๐—ด๐—ด๐—ถ๐—ผ๐—ฟ๐—ป๐—ฎ๐˜๐—ผ/๐—ฎ ๐˜€๐˜‚ ๐—พ๐˜‚๐—ฒ๐˜€๐˜๐—ฒ ๐˜๐—ฒ๐—บ๐—ฎ๐˜๐—ถ๐—ฐ๐—ต๐—ฒ, ๐—ถ๐˜€๐—ฐ๐—ฟ๐—ถ๐˜ƒ๐—ถ๐˜๐—ถ ๐—ฎ๐—น๐—น๐—ฎ ๐—บ๐—ถ๐—ฎ ๐—ป๐—ฒ๐˜„๐˜€๐—น๐—ฒ๐˜๐˜๐—ฒ๐—ฟ: bit.ly/newsletter-alessiopomar 

    #AI #GenAI #GenerativeAI #IntelligenzaArtificiale 

  43. ๐Ÿง  Un esempio di personaggio usabile in qualunque tipo di animazione ottenuto usando #StableDiffusion, #Tripo e #Mixamo.
    ๐Ÿฆพ Il risultato รจ straordinario.
    ๐Ÿ‘‰ Creazione di @Kdawg500 (twitter.com/Kdawg5000/).

    ___

    โœ‰๏ธ ๐—ฆ๐—ฒ ๐˜ƒ๐˜‚๐—ผ๐—ถ ๐—ฟ๐—ถ๐—บ๐—ฎ๐—ป๐—ฒ๐—ฟ๐—ฒ ๐—ฎ๐—ด๐—ด๐—ถ๐—ผ๐—ฟ๐—ป๐—ฎ๐˜๐—ผ/๐—ฎ ๐˜€๐˜‚ ๐—พ๐˜‚๐—ฒ๐˜€๐˜๐—ฒ ๐˜๐—ฒ๐—บ๐—ฎ๐˜๐—ถ๐—ฐ๐—ต๐—ฒ, ๐—ถ๐˜€๐—ฐ๐—ฟ๐—ถ๐˜ƒ๐—ถ๐˜๐—ถ ๐—ฎ๐—น๐—น๐—ฎ ๐—บ๐—ถ๐—ฎ ๐—ป๐—ฒ๐˜„๐˜€๐—น๐—ฒ๐˜๐˜๐—ฒ๐—ฟ: bit.ly/newsletter-alessiopomar 

    #AI #GenAI #GenerativeAI #IntelligenzaArtificiale 

  44. ๐Ÿง  Un esempio di personaggio usabile in qualunque tipo di animazione ottenuto usando #StableDiffusion, #Tripo e #Mixamo.
    ๐Ÿฆพ Il risultato รจ straordinario.
    ๐Ÿ‘‰ Creazione di @Kdawg500 (twitter.com/Kdawg5000/).

    ___

    โœ‰๏ธ ๐—ฆ๐—ฒ ๐˜ƒ๐˜‚๐—ผ๐—ถ ๐—ฟ๐—ถ๐—บ๐—ฎ๐—ป๐—ฒ๐—ฟ๐—ฒ ๐—ฎ๐—ด๐—ด๐—ถ๐—ผ๐—ฟ๐—ป๐—ฎ๐˜๐—ผ/๐—ฎ ๐˜€๐˜‚ ๐—พ๐˜‚๐—ฒ๐˜€๐˜๐—ฒ ๐˜๐—ฒ๐—บ๐—ฎ๐˜๐—ถ๐—ฐ๐—ต๐—ฒ, ๐—ถ๐˜€๐—ฐ๐—ฟ๐—ถ๐˜ƒ๐—ถ๐˜๐—ถ ๐—ฎ๐—น๐—น๐—ฎ ๐—บ๐—ถ๐—ฎ ๐—ป๐—ฒ๐˜„๐˜€๐—น๐—ฒ๐˜๐˜๐—ฒ๐—ฟ: bit.ly/newsletter-alessiopomar 

    #AI #GenAI #GenerativeAI #IntelligenzaArtificiale 

  45. ๐Ÿง  Un esempio di personaggio usabile in qualunque tipo di animazione ottenuto usando #StableDiffusion, #Tripo e #Mixamo.
    ๐Ÿฆพ Il risultato รจ straordinario.
    ๐Ÿ‘‰ Creazione di @Kdawg500 (twitter.com/Kdawg5000/).

    ___

    โœ‰๏ธ ๐—ฆ๐—ฒ ๐˜ƒ๐˜‚๐—ผ๐—ถ ๐—ฟ๐—ถ๐—บ๐—ฎ๐—ป๐—ฒ๐—ฟ๐—ฒ ๐—ฎ๐—ด๐—ด๐—ถ๐—ผ๐—ฟ๐—ป๐—ฎ๐˜๐—ผ/๐—ฎ ๐˜€๐˜‚ ๐—พ๐˜‚๐—ฒ๐˜€๐˜๐—ฒ ๐˜๐—ฒ๐—บ๐—ฎ๐˜๐—ถ๐—ฐ๐—ต๐—ฒ, ๐—ถ๐˜€๐—ฐ๐—ฟ๐—ถ๐˜ƒ๐—ถ๐˜๐—ถ ๐—ฎ๐—น๐—น๐—ฎ ๐—บ๐—ถ๐—ฎ ๐—ป๐—ฒ๐˜„๐˜€๐—น๐—ฒ๐˜๐˜๐—ฒ๐—ฟ: bit.ly/newsletter-alessiopomar 

    #AI #GenAI #GenerativeAI #IntelligenzaArtificiale 

  46. ๐Ÿง  Un esempio di personaggio usabile in qualunque tipo di animazione ottenuto usando #StableDiffusion, #Tripo e #Mixamo.
    ๐Ÿฆพ Il risultato รจ straordinario.
    ๐Ÿ‘‰ Creazione di @Kdawg500 (twitter.com/Kdawg5000/).

    ___

    โœ‰๏ธ ๐—ฆ๐—ฒ ๐˜ƒ๐˜‚๐—ผ๐—ถ ๐—ฟ๐—ถ๐—บ๐—ฎ๐—ป๐—ฒ๐—ฟ๐—ฒ ๐—ฎ๐—ด๐—ด๐—ถ๐—ผ๐—ฟ๐—ป๐—ฎ๐˜๐—ผ/๐—ฎ ๐˜€๐˜‚ ๐—พ๐˜‚๐—ฒ๐˜€๐˜๐—ฒ ๐˜๐—ฒ๐—บ๐—ฎ๐˜๐—ถ๐—ฐ๐—ต๐—ฒ, ๐—ถ๐˜€๐—ฐ๐—ฟ๐—ถ๐˜ƒ๐—ถ๐˜๐—ถ ๐—ฎ๐—น๐—น๐—ฎ ๐—บ๐—ถ๐—ฎ ๐—ป๐—ฒ๐˜„๐˜€๐—น๐—ฒ๐˜๐˜๐—ฒ๐—ฟ: bit.ly/newsletter-alessiopomar 

    #AI #GenAI #GenerativeAI #IntelligenzaArtificiale 

  47. Does anyone know their way around rigging Mixamo animations on Synty characters? It worked last time, but now the two thumbs seem to be mapped to the same joints.

    In the Import Messages for the rig, I get:

    Invalid Avatar Rig Configuration. Missing or invalid transform:
    Found duplicate transform 'Thumb_01' for human bone "Right Thumb Proximal' and 'Left Thumb Proximal'

    If I edit the configuration, either Apply is grayed out or, when I click on it, the configuration reverts to the broken version.

    I get this message in the Unity editor console:
    EndLayoutGroup: BeginLayoutGroup must be called first.
    UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /home/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:190)

    That "bokken" is usually a hint that it's a bug in Unity that can be fixed by closing and re-opening the editor, but that didn't work here.

    It looks like I'm not the only one to have had this problem.
    forum.unity.com/threads/endlay

    Help!

    #unity #unity3d #GameDev #mixamo

  48. Does anyone know their way around rigging Mixamo animations on Synty characters? It worked last time, but now the two thumbs seem to be mapped to the same joints.

    In the Import Messages for the rig, I get:

    Invalid Avatar Rig Configuration. Missing or invalid transform:
    Found duplicate transform 'Thumb_01' for human bone "Right Thumb Proximal' and 'Left Thumb Proximal'

    If I edit the configuration, either Apply is grayed out or, when I click on it, the configuration reverts to the broken version.

    I get this message in the Unity editor console:
    EndLayoutGroup: BeginLayoutGroup must be called first.
    UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /home/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:190)

    That "bokken" is usually a hint that it's a bug in Unity that can be fixed by closing and re-opening the editor, but that didn't work here.

    It looks like I'm not the only one to have had this problem.
    forum.unity.com/threads/endlay

    Help!

    #unity #unity3d #GameDev #mixamo

  49. Does anyone know their way around rigging Mixamo animations on Synty characters? It worked last time, but now the two thumbs seem to be mapped to the same joints.

    In the Import Messages for the rig, I get:

    Invalid Avatar Rig Configuration. Missing or invalid transform:
    Found duplicate transform 'Thumb_01' for human bone "Right Thumb Proximal' and 'Left Thumb Proximal'

    If I edit the configuration, either Apply is grayed out or, when I click on it, the configuration reverts to the broken version.

    I get this message in the Unity editor console:
    EndLayoutGroup: BeginLayoutGroup must be called first.
    UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /home/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:190)

    That "bokken" is usually a hint that it's a bug in Unity that can be fixed by closing and re-opening the editor, but that didn't work here.

    It looks like I'm not the only one to have had this problem.
    forum.unity.com/threads/endlay

    Help!

    #unity #unity3d #GameDev #mixamo

  50. Does anyone know their way around rigging Mixamo animations on Synty characters? It worked last time, but now the two thumbs seem to be mapped to the same joints.

    In the Import Messages for the rig, I get:

    Invalid Avatar Rig Configuration. Missing or invalid transform:
    Found duplicate transform 'Thumb_01' for human bone "Right Thumb Proximal' and 'Left Thumb Proximal'

    If I edit the configuration, either Apply is grayed out or, when I click on it, the configuration reverts to the broken version.

    I get this message in the Unity editor console:
    EndLayoutGroup: BeginLayoutGroup must be called first.
    UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /home/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:190)

    That "bokken" is usually a hint that it's a bug in Unity that can be fixed by closing and re-opening the editor, but that didn't work here.

    It looks like I'm not the only one to have had this problem.
    forum.unity.com/threads/endlay

    Help!

    #unity #unity3d #GameDev #mixamo

  51. Like where this is going. Hoping to actually get this into Godot today with (Mixamo) idle, walk, run and jump animations.

    #blender #b3d #godot #godotengine #mixamo #gamedev

  52. Like where this is going. Hoping to actually get this into Godot today with (Mixamo) idle, walk, run and jump animations.

    #blender #b3d #godot #godotengine #mixamo #gamedev

  53. Like where this is going. Hoping to actually get this into Godot today with (Mixamo) idle, walk, run and jump animations.

    #blender #b3d #godot #godotengine #mixamo #gamedev

  54. Like where this is going. Hoping to actually get this into Godot today with (Mixamo) idle, walk, run and jump animations.

    #blender #b3d #godot #godotengine #mixamo #gamedev

  55. Like where this is going. Hoping to actually get this into Godot today with (Mixamo) idle, walk, run and jump animations.

    #blender #b3d #godot #godotengine #mixamo #gamedev