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Using Mixamo Animations with Synty Characters in Blender
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- Опубліковано 19 сер 2024
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Thx for making this - I was really having a hard time with this
You can also export the character in fbx format straight from unity and it will work. Thanks for this great video!
Hi, Can I export a Whole Maya asset( a scene with character animation, camera animation, and background with texture) to Unity 3D and render it? if !! then please make a video on it. Thanks for what you doing.
I don't use Maya or Unity, sadly I can't help with that.
What also helps for the rig is force parent-child bones. Then you don't get those weird huge bones
Oh really? I’ll have to try that out, thank you Rombout 😍 Is that on the import dialogue?
@@WPguru Yes, though its not parent-child, its called nested children i believe. Its in the armature tab. It doesn't always work. You also can play with skip root bone. Cant recall the proper name from memory, its the first checkbox in that menu. Sometimes it helps to skip that using othertimes it doesn't. But forcing the children helps a lot in most cases
i have synty sci fi pack but im not able to see any node after i click it at 3:24 plz help
(i m new at blender )
how can i change or edit motions? is it fixed and can not edit? like head angles like that
It is possible to put a bvh animation file to the character in Blender?
Does This Work With Minecraft SharpBends?
I don't know what that is, sorry.
Dude when we import animations from mixamo, transform values for each frame show as zero. Which means there is no way to edit animations or control movements. Please help me.
I've never had reason to edit the keyframes in a block. I usually add each animation block as an Action Strip to the NLA editor in Blender and let it take care of blending from one block to another. If I need to move a character as a whole (while it's animating), I add the figure to an Empty and animate that. Here's how I do this with walk animations: www.versluis.com/2020/03/how-to-loop-walk-animations-with-blenders-nla-editor/
Editing the individual keyframes is not something I can help you with - sorry.
How can I use Maximo for animal (quadraped) characters
I don't think you can, they only have animation blocks for bipedal characters in their library at the moment.
Did you make a video taking this one step further, and joining animations, walk cycle, etc? I did a similar project, worked out the walk cycle with RiggingDojo (shout out!) but ran into trouble with gimbal lock when trying to transition from one animation to another, where the char would spin around ridiculously. Not sure if quaternion setting helps here, still testing that out. (I also ran into problems with Mixamo accepting my armature as created in Blender, so I just exported skin and let it auto-rig, this may also have caused an issue.)
Hi Colin, looks like you've the stream in which I'm showing this. I've got an article on the transitions from one NLA block into the other, perhaps this helps (a little more condensed than the long stream): www.versluis.com/2020/03/using-non-linear-animation-nla-features-in-blender-2-8/
I've not heard of RiggingDojo, let me have a link and I"ll take a look.
@@WPguru thanks, I followed pretty much the same method as described in your link. And it does work for the most part. But sometimes, the transitions don't work smoothly and you get the gimbal lock effect. I work around this by removing the transition, and using camera angles to hide the glitch between animations, but would like to find a proper solution to this. I can send an example of the issue.
Please do. I guess a transition can only do so much, if the end/beginning are very different it might be more obvious when they blend together.
@@WPguru Thanks..i emailed you, with a link. It may be something when you have multiple strips.
Got your email, I'll take a look at it over the weekend.
How DO I make the Character Start Running, Jump and then Continue Running?
The problem with this is that the character goes back to the origin when the second Running starts... I'm really frustrated and Open To All Suggestions, Please...
It's a deep topic. I found that it's best to remove the forward motion and turn the animation into an NLA strip, then assemble the NLA strips into the actual animation. Apply forward motion independently on an Empty to which the animating figure is parented. Here are some articles I've written with step by step instructions on those topics:
www.versluis.com/2020/03/using-non-linear-animation-nla-features-in-blender-2-8/
www.versluis.com/2020/03/how-to-loop-walk-animations-with-blenders-nla-editor/
And for completion, written instruction on what's discussed in this video: www.versluis.com/2020/03/using-synty-characters-with-mixamo-and-blender/
Hope it helps!
@@WPguru I did that... I changed the animation into NLA Strips and it worked fine for the first run and Jump. But still... After the character jumps... The character keeps going back to the origin/Parented Object... Which is not what I want... I want the character to continue running immediately after the jump... I even tried using Copy location constraints but nothing.
@@WPguru Nevermind, I fixed it today.
It's been a pain in my butt for ages. It's quite complicated. Maybe I can make a video about it if you ask. I'm pretty sure there're a tonne more people suffering from the same. It felt like heaven finally getting it to work. Great video btw ;)
@@howtodrac8384 Please do, and post a link here when you have it. Solutions are good 😍
@@WPguru Sure man... I will ;)
i have been having a problem where whenever I import mixamo models with animations, it always enters as a t pose no matter what settings i change please help
There are so many settings, aren’t there? Here’s an article I’ve written, describing how I did this with the Synty characters. Hope this helps: www.versluis.com/2020/03/using-synty-characters-with-mixamo-and-blender/