Exporting Characters and Animations From Mixamo To Godot 4!

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  • Опубліковано 10 лют 2025

КОМЕНТАРІ • 108

  • @erwinbroekhuis
    @erwinbroekhuis Рік тому +72

    Tip: When you rename your animation in Blender, you can append "-loop" to the name and have Godot automatically import that animation as looping (which is off by default). E.g. "walk-loop".

    • @FinePointCGI
      @FinePointCGI  Рік тому +9

      Now that is awesome! I didn't know that!

    • @rockmusicgaming549
      @rockmusicgaming549 Рік тому +1

      This method doesn't work for me, instead what I did was that I double-clicked on the .glb file from godot then set the loop mode for my animations that I want to loop as linear

  • @lawsoncho
    @lawsoncho 10 місяців тому +3

    Nice video! However, I cannot get jump animations to function properly. I already have it so that the players lifts off the ground when clicking space bar but the animation already jumps upward which really messes up my camera. 😥😥

  • @madduckling4436
    @madduckling4436 Рік тому +23

    FinePoint woke up and was like:
    *AIGHT IMMA DO THE UNTHINKABLE AND MAKE EXTREMELY DETAILED TUTORIALS FOR EVERYONE TO SEE*
    Thats why I absolutely love your content

  • @jackslammer
    @jackslammer Рік тому +1

    Was stuck for a few days... This video helped! Thanks dude!

  • @equu497
    @equu497 Рік тому +3

    awesome video man. Just got into gamedev and I've been a little bit overwhelmed but this kind of content really helps! Hope to see more from you~

  • @anig634
    @anig634 Рік тому +4

    Extremely helpful and clearly described. Nice work, man!

  • @SergioLeRoux
    @SergioLeRoux 11 місяців тому

    Thanks, this is exactly what I needed to import my stuff. I've barely dabbled in Blender and just started learning Godot. After trying it this way, I learned I could import just the model (or maybe idle animation) with the skin, and then export the same model with each animation and "no skin" (no mesh). So what I did, I exported the animations from Mixamo one by one making sure the name matched the full name (so instead of "Sword and Shield Slash(3).bla" it was "Sword and Shield Cross Slash", etc). I imported the base model first in Blender, then imported the animations one by one, each time opening the object tree, renaming the animation to match the file name, then delete that rig. I think it made it easier so I didn't have to actually manually watch each animation and try to rename them from memory... didn't need to open the animation view or action manager at all. Also made the downloads much smaller, and when deleting each rig I didn't need to separately delete the meshes.

  • @ezzie_baby
    @ezzie_baby 3 місяці тому

    thank you so much for taking the time to make and share this!! i really needed help with this workflow

  • @greeng448
    @greeng448 18 днів тому

    This is so useful, thank you!

  • @psyboyo
    @psyboyo Рік тому +1

    Haven't even started the video, and I'm already loving it for the title!
    Love this channel, love it!

  • @Ottoimtl
    @Ottoimtl 3 дні тому

    Helped out alot, thanks for the tutorial

  • @rabidhamper7
    @rabidhamper7 Рік тому

    I was just thinking about this like 2 days ago! So happy you made a video about it!

  • @sonnynox
    @sonnynox Рік тому +1

    Hey, Mitch. You, Sir, are the man! 😎 Your content is MUCH appreciated. Thanks for the effort.

  • @jonathanbernardi4306
    @jonathanbernardi4306 Рік тому +1

    Priceless. Thanks a lot and much success with your channel man, really good stuff. I´ll be back. lol.

  • @semtx13
    @semtx13 Рік тому +1

    Love the godot content on this channel. Love it!!

  • @HerrHorven
    @HerrHorven 2 місяці тому

    Thanks you very much, very useful and concise tutorial :) !

  • @pacobrian7547
    @pacobrian7547 Рік тому

    You are the only one who helped me, I saw other videos but none helped me ❤

  • @Legacy_Blox
    @Legacy_Blox Рік тому

    You actually Told me exact thing I want to know thank you so much bro

  • @evertonpontespereira8834
    @evertonpontespereira8834 Рік тому +3

    i'm having a problem that when i import the model with animation from mixamo to godot the mesh stay invisible and when i clear the skeleton from the meshinstance3d the mesh appear

  • @TallTideGamesDev
    @TallTideGamesDev Рік тому

    Thank you so much! Another awesome tutorial!

  • @jeanknapp
    @jeanknapp 11 місяців тому

    This was a well explained tutorial. Should have been part of that Creating a 3D Character Controller with Animations tutorial. Luckily the algorithm found this too. Perhaps you could reference this tutorial on that other one for other people.

  • @Eridos12
    @Eridos12 Рік тому

    Thank you so much! Helped me a lot today!

  • @rockmusicgaming549
    @rockmusicgaming549 Рік тому +1

    Thanks bro! You Saved My Life

    • @FinePointCGI
      @FinePointCGI  Рік тому

      Hey! I'm glad! I hope you found it useful!

  • @Jae77
    @Jae77 9 місяців тому

    yo, tysm for this video. helped me a lot. will def stick around

  • @mrexcuse
    @mrexcuse 9 місяців тому

    This tutorail really help me a lot, thank you very much!!

  • @everlastingmedia
    @everlastingmedia Рік тому +2

    So I followed the steps you presented, for using the animation library, and upon reimporting my scene is now corrupted, as well as the .glb file with the animations.
    I ran through it twice, and it happens each time, 3 times in a row.
    So I'm unsure how to proceed.

  • @MK-lk7nc
    @MK-lk7nc Рік тому

    this helped me, thanks. I'm evacuating from the Unity mothership and trying to take my assets with me, some are a bit challenging, but this is a good start. Hey, you asked for viewer suggestions so here's one. You could continue this same demo-set of character / animations, (for point of reference), but then for next video, cover how to put on accessories like backpacks and armor. For me in unity that meant skinning the accessories to the same rig, bringing them in, doing waaaaaay too much cludgey code to get the bones remapped, and eventually it works. Hopefully godot has more elegant options because unity sure didn't. Thanks have a nice day.

  • @sourcelocation
    @sourcelocation Рік тому

    thank you very much! very simple and easy to follow

  • @lawsonbybee46
    @lawsonbybee46 День тому

    Do you know if there is a way to hide the bones after importing from Blender into Godot? In some animations, you can see some of the yellow Skeleton3D bones sticking out past the mesh. I can't seem to find a way to hide them. Thanks for the great video!

  • @whatevergames4758
    @whatevergames4758 Рік тому +2

    Following the steps, but have only one animation in Godot, but in blender, there are 4 of them. Why it could be?

    • @trashmosh
      @trashmosh Рік тому

      i figured it out you have to click push down on ALL animations hope this helps
      😇

  • @hollowtongue
    @hollowtongue Рік тому +1

    when i delete all the other armatures except 1 it doesn't retain the animation info, also my T Pose armature that came with the group is what contains the 3D model in this case. What do I have to do differently?

    • @Kirioiy7951
      @Kirioiy7951 10 місяців тому +1

      I had the Same issue and found a solution. After you delte all the other animations and meshes you need to select the one you have left. After selecting you last armature you can than choose between your Anitamtions

  • @keletsorabalao7454
    @keletsorabalao7454 Рік тому

    Very much appreciated!

  • @Ally-uj3di
    @Ally-uj3di 2 місяці тому

    Could you please make a tutorial about how to add extra animations through a Library? I know you explained it a bit in this video, but I'm unable to work it out

  • @PsychodelicKitten
    @PsychodelicKitten Місяць тому

    I’m a beginner. Have any videos on how to get him to move with controls?

  • @goshawk_fly
    @goshawk_fly 8 місяців тому

    It works with Defold game engine. But it's needed to add a root bone with scale=1 and rotation=0

  • @maniksharma9736
    @maniksharma9736 Рік тому

    Thanks for making this

  • @Switch620
    @Switch620 Рік тому +1

    Wow nice! Better workflow than importing each one in godot and copying the animation one by one lol...

  • @darklover8805
    @darklover8805 5 місяців тому

    Wonder is theyre a way we dont need a pc ? Im using those on mobile😢

  • @muh.fate666
    @muh.fate666 Рік тому +1

    Yoo dude! Exactly what I was needing! You're a life-savior!
    Have you ever tried to apply those mixamo animations to voxels?
    I'm having some issues with my sprites, their legs are getting weird when moving hahah

  • @SaladIsGross
    @SaladIsGross Рік тому

    Love the video and it's super helpful! It's pronounced kaa-puh-weh-ruh btw.

  • @Adamthegeek70
    @Adamthegeek70 Місяць тому

    what happened to the textures from Mixamo in
    Blender

  • @ganipra7402
    @ganipra7402 Рік тому +1

    do you have tutorial to swap or equip any object in general?
    for example the character have 3 head accessories: helmet, hat, cowboy hat.
    how to implement that asset to stick into head while the animation run or idle still work.
    the same question with I have swing animation, and I have many weapon like, wooden sword, axe, and board sword.
    how i can stick the weapon into hand so I can re-use swing animation

    • @FinePointCGI
      @FinePointCGI  Рік тому +1

      I don't ... however I do want to do a tutorial on that. It's a common question I see so I can see where it would be useful.

    • @ganipra7402
      @ganipra7402 Рік тому

      @@FinePointCGI glad to hear that. You got new subscribe. Thank you

  • @basiladeeb
    @basiladeeb Рік тому +1

    What were your export settings for the character? The mesh isn't exported into Godot.

  • @saitmarasloglu9403
    @saitmarasloglu9403 Рік тому

    Hi,
    I created an mixamo animation library, later on imported another rigged character to my project
    Since this animation libraries has hip bone position,
    My latter character size was a problem, those hip position made my character dislocate. How do I get this right?

  • @davestomper3428
    @davestomper3428 Рік тому

    So I noticed on the download section there's a setting for file type and other which one work in godot 4

  • @filiperubin
    @filiperubin Рік тому +2

    For me there's only one animation available in Godot, which is the last one selected before exporting in Blender.

    • @morvister
      @morvister Рік тому

      When exporting in Blenmder, you may have to click an option like "export everything" instead of "export selected". Not 100% sure, how the options are named exactly.

    • @filiperubin
      @filiperubin Рік тому

      @@morvister I've got around this problem by exporting in .fbx but I'll try that later. Thanks!

    • @ilikeshiba
      @ilikeshiba Рік тому

      Exporting as FBX solved it for me. GLB/GLTF only included 1 animation and nothing I did could change that.

    • @MyFirstHandle
      @MyFirstHandle Рік тому

      @@ilikeshiba fbx export has no support for Android and HTML5 which leaves us Windows, MacOS and Linux. I sure want to know why do I only get one animation with gltf.

    • @Dreadforger
      @Dreadforger Рік тому

      For me this issue was resolved by updating my blender from 3.0, to 4.0 :)

  • @DJSikosis
    @DJSikosis Рік тому

    Can't figure out how to attached just the animations to an existing character.

  • @MrChick1984
    @MrChick1984 Рік тому

    Root motion is important, there are animations with non linear movement of character like meele attacks with sword, where character does not stay in place, jump attacks and so on. You can't just turn of root motion for such animations and simply move character in code.

    • @FinePointCGI
      @FinePointCGI  Рік тому

      It is important however there are people who do not want to use root motion so I put it in there for there usecase.

  • @danford6678
    @danford6678 Рік тому +1

    I love you

  • @IamDoce
    @IamDoce 10 місяців тому

    Muchas Gracias.

  • @cold8677
    @cold8677 Рік тому

    sooo... i was struggling with mixamo animation packs actually, it's easier to download and have qll the animations i want but i don't know how to make them into godot, can you make a toturial about it please?
    i tried the same method as the video but it does not work for me
    thanks

  • @felipefacundes1
    @felipefacundes1 Рік тому

    Very Easy !!! Thanks !!! Thanks !!! Thanks !!!

  • @yanchobeats
    @yanchobeats Рік тому +2

    I got a funny issue, when I do just as you said in the video and start using my animations in godot, my character starts moving up rather than forward when I play the forward animations. Blender uses Y axis as forward and Godot uses Y axis as up and I think that causes my issue. Any ideas on how I might be able to fix this?

    • @FinePointCGI
      @FinePointCGI  Рік тому +1

      Its possible usually godot fixes that but in the export settings for blender you can change the up direction under transform in the right panel

    • @RickyRicardo1117
      @RickyRicardo1117 Рік тому

      I'm curious if this related to the issue I'm facing. When trying to add a static mesh collision it seemed like nothing happened. Until I zoomed in and noticed a tiny tiny tpose figure was under the characters feet rotated by 90deg which could be the cause of your issue. Still not sure how to resolve this thought.
      Edit: Using Godot 4.0.2, imported as .blend

    • @FinePointCGI
      @FinePointCGI  Рік тому

      @@RickyRicardo1117 I have seen that before I thought they fixed that. Id put in a ticket it has to do with bone scaling.

    • @RickyRicardo1117
      @RickyRicardo1117 Рік тому

      @@FinePointCGI Oh good idea, will do. Also thank you for the amazing videos! Would only be making bean moving simulators if it wasn't for you!

  • @LeafshadeInteractive
    @LeafshadeInteractive Рік тому +1

    Why not save as a blend file for Godot 4?

    • @FinePointCGI
      @FinePointCGI  Рік тому +2

      You can. I call it out in the video but many people don't have blender setup so they run into issues and comment on the video saying it didn't work so it's simpler to just say you can save your blend file if you have blender set up if not then export out as GLTF.
      Actually ninja edit here I don't call it out in this one but I usually do!

  • @chuck180
    @chuck180 Рік тому

    it didnt work for me, i needed to klick the push down button next to the renaming convention for every animation.. if someone has troubles without pressing push down you endup having 1 animation in godot

  • @saitmarasloglu9403
    @saitmarasloglu9403 Рік тому

    Thanks for letting me know mixamo
    I want to ask, after downloading and importing exporting things. What if you want to add another animation?
    Do you just reimport old model and lose all the customization you made?

    • @richardmcilwain7125
      @richardmcilwain7125 Рік тому

      Been wondering this as well. Like, if I use animation tree in Godot, and overwrite my model, does godot maintain the original relationship I assigned for my animations?

    • @FinePointCGI
      @FinePointCGI  Рік тому +1

      It depends.. if you modify the node it will loose the connection. Something I have learned is I like to separate out my animations from my actual skinned mesh and use an animation library instead because if I need to make adjustments then it's in a completely different file and I have zero risk of losing my changes..

  • @karimsantoro4326
    @karimsantoro4326 Рік тому

    a question. I used this way to animate my character but in Godot with the look_at method I have several bugs regarding the mesh. Using a direction and look_at(global_transform.origin + direction, Vector3.UP) my character walks lying on its side not standing. This doesn't happen if I just use blender without mixamo. Where am I wrong?

    • @FinePointCGI
      @FinePointCGI  Рік тому +1

      That vector3.up is telling you which direction the character is going to be considered up so you could try changing it to something like vector 3 (1,0,0) and see if that helps.
      My guess is the reason why you're having issues is that your object transform is not correct on expert

  • @GrimeTimeGamer
    @GrimeTimeGamer 10 місяців тому

    why didnt the colors export with my GLT?

  • @goshawk_fly
    @goshawk_fly Рік тому

    Cool!

  • @MikelMonleon
    @MikelMonleon 5 місяців тому

    For whatever reason, deleting the additional armatures and meshes makes the other animations not work for me

    • @oliverberinguel6585
      @oliverberinguel6585 Місяць тому

      I have the same issue and haven't found any possible soulutions

  • @husky4673
    @husky4673 Рік тому

    great ,really great!!!

  • @haydopotato1310
    @haydopotato1310 Рік тому

    What do I do if there are also a bunch of "Buffer Objects" too
    Do I remove all but one as well?

    • @haydopotato1310
      @haydopotato1310 Рік тому

      Edit: I deleted them all and that seemed to work

  • @hotcrossbun26
    @hotcrossbun26 Рік тому +3

    awesome video and amazing website. just don't let a Brazilian hear you pronounce capoeira

  • @gideilsonlima3990
    @gideilsonlima3990 Рік тому

    thanks dude, that's exactly I wanted. My models are ok, but my animations suck!

  • @basiladeeb
    @basiladeeb Рік тому

    You imported all the animations but not the character?

  • @jorgedavidcoronadoalonso
    @jorgedavidcoronadoalonso Рік тому

    Good tutorial, but when I export to Godot are there a lot of animation per object if only I have one action?

    • @FinePointCGI
      @FinePointCGI  Рік тому

      There should be only one animation per action unless your mixamo mesh has multiple animations.

  • @TheAndrestapa
    @TheAndrestapa Рік тому

    Hello! very nice!!! i have a problem, when i export to glb, only one animation go in the glb

    • @miche_stu
      @miche_stu Рік тому

      Mee too, I see only the last one selected in blender. Maybe something related to blender version? Mine is 2.83

    • @miche_stu
      @miche_stu Рік тому +1

      I just installed Blender 3.5.1, it works :)

    • @TheAndrestapa
      @TheAndrestapa Рік тому

      ​@@miche_stu i made it work pressing the "STASH" button in all animations that i wanted to export.

  • @crispychicken143
    @crispychicken143 Рік тому

    are you familiar with spline? i was wondering if you could also import 3d models from there, im interested cuz they announced AI based modeling which would facilitate makeing assets for a bigginer like me

    • @FinePointCGI
      @FinePointCGI  Рік тому

      Could i get a link to that? id love to check it out!

    • @crispychicken143
      @crispychicken143 Рік тому

      @@FinePointCGI ua-cam.com/video/SzGEfYh9ITQ/v-deo.html
      its CRAZY

  • @starwatcher4708
    @starwatcher4708 11 місяців тому

    Hi there, nice video. Sorry but I am curious, i think I like the music in the background, could you please tell me the group or artist? ;-)

    • @FinePointCGI
      @FinePointCGI  11 місяців тому

      I have it linked in the desc.
      www.youtube.com/@TheRelaxedMovement

  • @MikelMonleon-k1h
    @MikelMonleon-k1h 5 місяців тому

    When I delete all the skins, im left with just the skeleton.

  • @JohnnyThund3r
    @JohnnyThund3r 5 місяців тому

    It's cool and all, but I'm not too keen to upload my designs to Adobe's servers...

  • @btarg1
    @btarg1 5 місяців тому

    Godot supports FBX now

  • @jeromed.salinger647
    @jeromed.salinger647 10 місяців тому

    Seems that you dont even know how to reimport only some animation to existing character the way you explained it