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".
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
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.
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
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.
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.
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. 😥😥
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.
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
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.
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
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?
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
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.
@@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.
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
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!
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?
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
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
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?
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
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?
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?
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..
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?
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
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
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".
Now that is awesome! I didn't know that!
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
thank you so much for taking the time to make and share this!! i really needed help with this workflow
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.
Haven't even started the video, and I'm already loving it for the title!
Love this channel, love it!
Was stuck for a few days... This video helped! Thanks dude!
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
Thanks! I'm glad you like it!
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~
Extremely helpful and clearly described. Nice work, man!
You are the only one who helped me, I saw other videos but none helped me ❤
I was just thinking about this like 2 days ago! So happy you made a video about it!
Hey, Mitch. You, Sir, are the man! 😎 Your content is MUCH appreciated. Thanks for the effort.
Love the godot content on this channel. Love it!!
Thanks you very much, very useful and concise tutorial :) !
You actually Told me exact thing I want to know thank you so much bro
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.
Thank you so much! Another awesome tutorial!
yo, tysm for this video. helped me a lot. will def stick around
Priceless. Thanks a lot and much success with your channel man, really good stuff. I´ll be back. lol.
This tutorail really help me a lot, thank you very much!!
Thank you so much! Helped me a lot today!
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.
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. 😥😥
Thanks bro! You Saved My Life
Hey! I'm glad! I hope you found it useful!
thank you very much! very simple and easy to follow
Very much appreciated!
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.
Wow nice! Better workflow than importing each one in godot and copying the animation one by one lol...
It works with Defold game engine. But it's needed to add a root bone with scale=1 and rotation=0
Love the video and it's super helpful! It's pronounced kaa-puh-weh-ruh btw.
Following the steps, but have only one animation in Godot, but in blender, there are 4 of them. Why it could be?
i figured it out you have to click push down on ALL animations hope this helps
😇
Thanks for making this
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
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.
It is important however there are people who do not want to use root motion so I put it in there for there usecase.
awesome video and amazing website. just don't let a Brazilian hear you pronounce capoeira
too late
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
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?
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
Very Easy !!! Thanks !!! Thanks !!! Thanks !!!
thanks dude, that's exactly I wanted. My models are ok, but my animations suck!
Muchas Gracias.
I love you
great ,really great!!!
For whatever reason, deleting the additional armatures and meshes makes the other animations not work for me
Cool!
For me there's only one animation available in Godot, which is the last one selected before exporting in Blender.
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.
@@ewaldschulte6529 I've got around this problem by exporting in .fbx but I'll try that later. Thanks!
Exporting as FBX solved it for me. GLB/GLTF only included 1 animation and nothing I did could change that.
@@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.
For me this issue was resolved by updating my blender from 3.0, to 4.0 :)
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
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.
@@FinePointCGI glad to hear that. You got new subscribe. Thank you
Why not save as a blend file for Godot 4?
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!
So I noticed on the download section there's a setting for file type and other which one work in godot 4
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?
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
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
@@RickyRicardo1117 I have seen that before I thought they fixed that. Id put in a ticket it has to do with bone scaling.
@@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!
Can't figure out how to attached just the animations to an existing character.
What were your export settings for the character? The mesh isn't exported into Godot.
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
Wonder is theyre a way we dont need a pc ? Im using those on mobile😢
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?
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
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?
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?
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..
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?
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
Good tutorial, but when I export to Godot are there a lot of animation per object if only I have one action?
There should be only one animation per action unless your mixamo mesh has multiple animations.
why didnt the colors export with my GLT?
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? ;-)
I have it linked in the desc.
www.youtube.com/@TheRelaxedMovement
It's cool and all, but I'm not too keen to upload my designs to Adobe's servers...
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
Could i get a link to that? id love to check it out!
@@FinePointCGI ua-cam.com/video/SzGEfYh9ITQ/v-deo.html
its CRAZY
You imported all the animations but not the character?
What do I do if there are also a bunch of "Buffer Objects" too
Do I remove all but one as well?
Edit: I deleted them all and that seemed to work
When I delete all the skins, im left with just the skeleton.
Godot supports FBX now
Hello! very nice!!! i have a problem, when i export to glb, only one animation go in the glb
Mee too, I see only the last one selected in blender. Maybe something related to blender version? Mine is 2.83
I just installed Blender 3.5.1, it works :)
@@miche_stu i made it work pressing the "STASH" button in all animations that i wanted to export.
Seems that you dont even know how to reimport only some animation to existing character the way you explained it