The Mixamo addon needs a special version for Blender 4! ❖Mixamo Addon fix for Blender 4: gitlab.com/x190/mixamo_blender4 ❖Mixamo Addon for Blender 3.6 and earlier: substance3d.adobe.com/plugins/mixamo-in-blender/
He is the only youtuber i find. That he has no trash vids on his channel. Focusing on quality not quantity. Not some but All videos on CGdive are valuable. Thank you tod
Yeah, I wasn't sure if I should break this tutorial down into shorter ones. People sometimes complain about longer tuts but looking at the stats, my longer videos are generally more popular.
Mixamo combined with Blender has an impressive potential for doing any complex animations, the only issue are the hands, if I want to recreate a good punch it's impossible with this technique... 😢
i think its iportant to note that the rigs should be prepared perfectly , as in rotation and scale should be applied and everything zeroed out before beginning with any animation workflow. Otherwise you`ll run into trouble later on and already saved animation actions might break
MAN I WAS LOOKING TO RESOLVE THE TELEPORT PROBLEM ON FOLLOW PATH CURVE UNTIL I BACAME ALMOST CRAZY! THANK YOU SOOOO MUCH no one had explanation! LIKED COMMENTED AND SUBSCRIBED! IF I COULD HUG YOU AS WELL I WOULD !!!!
exactly the tut I needed. I've been working with mixamo and nla and have run into so many problems. One of the worst is the teleporting blending different animations. there is no nice little blend with offset option? having to match root positions between animations is such a pain! Unity animation blends is so nice! I wish blender has that. My other biggest issue is the ik/fk blending. still haven't figured that one out. Also i bought that animation layers addon but seems to me like working from the NLA directly is much easier? The remixing by isolating different bones influence is genius! part2! part2!
Blend with offset was planned and almost developed but something came in the way so it was postponed for now :( Regarding IK/FK blending have you watched this? ua-cam.com/play/PLdcL5aF8ZcJvGXczhdPySTZpr9EmmhrMZ.html
But how character turn180° to continue another action at the same location of direction
8 місяців тому+1
In minute 42:23, when click TAB, I see the green line, but when in POSE MODE, select the bones but the keyframes not show in the summary. Do you have an idea why?
HI Todor, maybe you can talk about Exporting with this setup? Generating the Control Rig then leaves you with a bunch of extra bones you dont want at Export tme, because they are generated in the same Armature as the Deform bone. I cant find a decent workaround that doesnt involve a bunch of very risky and fiddly baking and deleting. Think i may have to build my own control rig instead... which is.. okay i guess, but then not so easy to edit existing mixamo anims. (Suppose would have to do something with retargeting...)
Ended up solving my woes with ARP Quick Rig using the Preserve setting, but this has lead me to another question: Is there a way to export FBX or GLB anims from Blender so that they immediately work with many very different proportioned characters in a game engine, like the Mixamo ones do? Mine always distort the Model to the proportions of the Armature I exported from. I can't see how to just take the movement info from the exported anim, but leave the proportions of the 'receiving' Character intact, if that makes sense? (I'm not at all certain what i'm asking can be done outside of retargeting and things like Mixamo tbh. I maybe need to decouple the bone translation/rotation from the scaling or something but i think everything is getting baked in during the export process)
How would you go about editing and altering the catwalk animations that were captured with a high heel. How would you go about removing the heel animation to make it flat footed. There are only 2 catwalk animations where the animation has a flat foot. With the idle animations I can delete the keyframes for the x rotations on the foot and toes and reset the feet to zero and that works. But with the walking animations don't work well, as it seems some of the x rotation contributes to whole foot animation, and when I deleted the x rotation it caused the some parts of the foot to jump or skip instead of smooly translating. I'm also not sure if you can even counter ract the heel oiffest?
nice videos. by the way, i combine a lot of these animation and it stop playing after the 250 mark. i try changing cache as well but it didn't work. any solution to this?
Is it possible to combine mixamo animations with my character running in mixamo? I tried your method but it didn't work, only with characters from the same mixamo
Please sir I need your help my character is pin to the origin i cant change the location or rotation easily without affect the origin. It is automatically connected to the origin i have tried to fix it bit has not been easy please help me out sir
Can you do a video about rotating mixamo animation in NLA? ex: I have an animation of character running forward, and on the last frames he turns 180 degrees. However I can't make the next animation rotate to match the last frames from the previous nla strip.
Can you help? Im trying to use 3 animations sword idle, turn right and start walking. I have copied the keyframes from each animation onto the first idle animation. The animation idles and turns right as expected but the walk will only go in the direction the idle animation is facing. If I keyframe the hips to face the model in the desired direction(turned right). The animation does not follow. It moves to the left in the direction the idle was facing(it moves side ways to the left).
I am having problems in the " walking in any direction" section (12:20 ), I follow the steps but my model is like walking realy quickly and is gliding, I am using blender 4.0
all characters will slide along the ground, you have to play with the keyframe positions on the timeline and the physical distance to character moves to overcome this problem; trial and error or do the math; quite a pain
Hi there... Thanks for your efforts. I just found out about your academy courses, and it's very fairly priced... Will definitely subscribe. Quick question though please... Do you have a specific course on importing Daz3d characters and applying different animations to them including facial animation with an iPhone (ar kit)? Thanks,
I'm having a problem where if I put an animation after another one. My character teleports to the origin of the other animation and doesn't continue where the other one left off. Is there any way someone can help me out with this? 🙏🙏
SIR when i use mixamo rig animation and after pushing down to nla track again when i have to add some changes in nla track amimatio then i press Tab key to edit nla track, but whet i press tab to edit nla track animation from mixamo in pose mode my character always goes to world origion what i can do to solve this problem?
Does the Voxel Heat Diffuse Skinning addon work with Mixamo or the Human Generator addon? The HG character was imported into Mixamo, rigged, and animated. The custom outfit was applied using the Voxel Heat Diffuse Skinning addon, there was no clipping with the base mesh skin but it caused significant stretching around the armpit, waist/groin area, and leg during animation. The Voxel Heat Diffuse Skinning addon, when used with Human Generator's original rig, does not stretch but the custom outfit still clips with the base mesh skin. Can you do a video on how to use the Voxel Heat Diffuse Skinning addon with the Human Generator addon rig and with the Mixamo rig attaching custom outfits?
Voxel heat works with any mesh. I already have a video about. It's important to understand how it really works. It sounds a bit like you expect it do magic. It won't :) ua-cam.com/video/QoKwjvuXb9I/v-deo.html
7:47 This method seems a bit convoluted. Does it have an advantage over clicking the armature then in the dope sheet finding mixamo:Hips, expanding and deleting the Z Location track? I put two identical anims side by side and wasn't noticing any difference though I could be wrong.
Hi, I found another way to circumvent the teleporting. As you do here I split the animation in two actions. The action with only the hip bone is switched to additive blending. So I keep the original anim (no sliding) but it doesn't jump back tothe start. In The other action i only disable the hip. I needed to tweak the keys of the hip position at 0 at the beginning of the action and remove useless scale keys (constant with a value of 2 in my case). Maybe you could add this in a future video
@@CGDive Hi, my technique of dual action (1 additive for the hip / 1 normal for the rest of the body) proved to be pretty much useless as soon as rotation appear in the trajectory so I would not recommend it beyond any VERY basic animation. Thanks again for your wonderful content.
Ahhh, a tough question. If you are at least semi-serious about this stuff try to learn the difference between the two and use whichever is better for each part of your rig. If you can't be bothered then keep everything to Quaternion since it is the default.
Hello, I would like to ask, if I already have movement but its hand is face up, I want the character to make fists while walking, what should I do? Thank you.
I am not sure how you pronounce "Mix-a-moe" and "Mix-ammo" haha I have been criticised about how I pronounce Mixamo in my videos. Honestly, I don't know what the correct pronunciation is 😂
The Mixamo addon needs a special version for Blender 4!
❖Mixamo Addon fix for Blender 4:
gitlab.com/x190/mixamo_blender4
❖Mixamo Addon for Blender 3.6 and earlier:
substance3d.adobe.com/plugins/mixamo-in-blender/
thank you for this library link.
He is the only youtuber i find. That he has no trash vids on his channel. Focusing on quality not quantity.
Not some but All videos on CGdive are valuable.
Thank you tod
Thank you for your continued support!
The 'Remixing Animations' section at the end is so incredibly helpful. It could have been an entire video on its own!
Yeah, I wasn't sure if I should break this tutorial down into shorter ones. People sometimes complain about longer tuts but looking at the stats, my longer videos are generally more popular.
Dude i was looking all over for such informative and a good video explaining alll about it.
Thank you so much!
Glad you enjoyed it!
merci beaucoup CG Dive, tu es incroyable mec ! Continuez à produire un contenu aussi excellent pour nous, vous êtes le meilleur professeur !
merci beaucoup to you too :)
might be the most useful animation video i ever seen, and i've been doing this for a while and still learnt a bunch of things
Amazing content as usual. Thank you for your time and efforts.
Excellent. Thank you. Surely request a part 2, and I will be referring back to this one often. Very well made tutorial. ❤
This video is very informative I've learned so much....thanks!!😉
Such a detailed awesome tutorial mate. thanx
Amazing. Sooooo good! Exactly what I was looking to learn and more. Perfect.
Great to hear!
Sir thankyou so much need more tutorial like this with animation layer addon.❤
Thank you so much.Need next part sir.
Great tutorial. Thank you. 👏👏👏
You’re welcome 😊
Mixamo combined with Blender has an impressive potential for doing any complex animations, the only issue are the hands, if I want to recreate a good punch it's impossible with this technique... 😢
If you don't find a mixamo animation for that, then you have to animate it by hand.
i think its iportant to note that the rigs should be prepared perfectly , as in rotation and scale should be applied and everything zeroed out before beginning with any animation workflow. Otherwise you`ll run into trouble later on and already saved animation actions might break
this is now my favorite tutorial on this topic
Awesome, thank you!
Excellent tutorial, complete and clear. Great work ❤Definitely one of the best on UA-cam 👍👍👍
Thank you so much 😀
OMG ! Thanks a lot !! You are the best!
Thank you for sharing . Love from NEPAL
Thank you too!
Your video gonna help me too much, thx bro ⚡
Great to hear that, mate!
MAN I WAS LOOKING TO RESOLVE THE TELEPORT PROBLEM ON FOLLOW PATH CURVE UNTIL I BACAME ALMOST CRAZY! THANK YOU SOOOO MUCH no one had explanation! LIKED COMMENTED AND SUBSCRIBED! IF I COULD HUG YOU AS WELL I WOULD !!!!
haha, that's awesome!
Super helpful info - thanks so much for taking the time to dig in.
Glad you enjoyed it!
Just brilliant! Thank you so much for sharing your knowledge. THANK YOU! Dg
this was such an amazing tutorial!!. Thank you so much for this, this has helped me sooo much💯
Awesome, thanks for the kind comment!
Master! Saves me of lot of work. Thanks a lot.
Very very helpful, thank you!
exactly the tut I needed. I've been working with mixamo and nla and have run into so many problems. One of the worst is the teleporting blending different animations. there is no nice little blend with offset option? having to match root positions between animations is such a pain! Unity animation blends is so nice! I wish blender has that. My other biggest issue is the ik/fk blending. still haven't figured that one out. Also i bought that animation layers addon but seems to me like working from the NLA directly is much easier? The remixing by isolating different bones influence is genius! part2! part2!
Blend with offset was planned and almost developed but something came in the way so it was postponed for now :(
Regarding IK/FK blending have you watched this?
ua-cam.com/play/PLdcL5aF8ZcJvGXczhdPySTZpr9EmmhrMZ.html
36:18 - Did Clark report that bug? Was there since forever. I'm glad to listen it has been fixed, I'll retake that option in 4.1
Hi. I think it's been fixed for a while, not sure when exactly. I am not sure if Brad was involved (although he usually is hah)
big thank you! It helped a lot)
Glad to hear that!
Thank you
But how character turn180° to continue another action at the same location of direction
In minute 42:23, when click TAB, I see the green line, but when in POSE MODE, select the bones but the keyframes not show in the summary.
Do you have an idea why?
HI Todor, maybe you can talk about Exporting with this setup? Generating the Control Rig then leaves you with a bunch of extra bones you dont want at Export tme, because they are generated in the same Armature as the Deform bone. I cant find a decent workaround that doesnt involve a bunch of very risky and fiddly baking and deleting. Think i may have to build my own control rig instead... which is.. okay i guess, but then not so easy to edit existing mixamo anims. (Suppose would have to do something with retargeting...)
Ended up solving my woes with ARP Quick Rig using the Preserve setting, but this has lead me to another question:
Is there a way to export FBX or GLB anims from Blender so that they immediately work with many very different proportioned characters in a game engine, like the Mixamo ones do?
Mine always distort the Model to the proportions of the Armature I exported from. I can't see how to just take the movement info from the exported anim, but leave the proportions of the 'receiving' Character intact, if that makes sense? (I'm not at all certain what i'm asking can be done outside of retargeting and things like Mixamo tbh. I maybe need to decouple the bone translation/rotation from the scaling or something but i think everything is getting baked in during the export process)
How would you go about editing and altering the catwalk animations that were captured with a high heel. How would you go about removing the heel animation to make it flat footed.
There are only 2 catwalk animations where the animation has a flat foot.
With the idle animations I can delete the keyframes for the x rotations on the foot and toes and reset the feet to zero and that works.
But with the walking animations don't work well, as it seems some of the x rotation contributes to whole foot animation, and when I deleted the x rotation it caused the some parts of the foot to jump or skip instead of smooly translating.
I'm also not sure if you can even counter ract the heel oiffest?
nice videos. by the way, i combine a lot of these animation and it stop playing after the 250 mark. i try changing cache as well but it didn't work. any solution to this?
Is it possible to combine mixamo animations with my character running in mixamo? I tried your method but it didn't work, only with characters from the same mixamo
Please sir I need your help my character is pin to the origin i cant change the location or rotation easily without affect the origin.
It is automatically connected to the origin i have tried to fix it bit has not been easy please help me out sir
Can you do a video about rotating mixamo animation in NLA?
ex: I have an animation of character running forward, and on the last frames he turns 180 degrees. However I can't make the next animation rotate to match the last frames from the previous nla strip.
Can you help? Im trying to use 3 animations sword idle, turn right and start walking. I have copied the keyframes from each animation onto the first idle animation. The animation idles and turns right as expected but the walk will only go in the direction the idle animation is facing. If I keyframe the hips to face the model in the desired direction(turned right). The animation does not follow. It moves to the left in the direction the idle was facing(it moves side ways to the left).
I am having problems in the " walking in any direction" section (12:20 ), I follow the steps but my model is like walking realy quickly and is gliding, I am using blender 4.0
all characters will slide along the ground, you have to play with the keyframe positions on the timeline and the physical distance to character moves to overcome this problem; trial and error or do the math; quite a pain
Can you make a video to cascadeur blender pipeline with mixamo amature and rig. It will be a rare kind of tutorial.
It's easy. Just use unreal mannequin to animate in cascadeur and retarget in blender to autorig pro rig.
Just started looking into Cascadeur recently so I might make some videos, I am just not sure when.
@@dineshdiabolic5451 thankyou pal. I should try it.
@@CGDive you rock 🤟
do you have online classes for people who wants to learn 3d animation in blender and how to use this animation for cartoon videos?
Hi there...
Thanks for your efforts.
I just found out about your academy courses, and it's very fairly priced... Will definitely subscribe.
Quick question though please... Do you have a specific course on importing Daz3d characters and applying different animations to them including facial animation with an iPhone (ar kit)?
Thanks,
Hi, thanks for your interest in Academy. Regarding Daz3d, no there is no content related to it since I am not very familiar with daz.
john wick? so playing rise of kingdom? voice so familiar 😉
uhhh, I am not sure what you mean :)
thx
I'm having a problem where if I put an animation after another one. My character teleports to the origin of the other animation and doesn't continue where the other one left off. Is there any way someone can help me out with this? 🙏🙏
This is covered in the video...
SIR when i use mixamo rig animation and after pushing down to nla track again when i have to add some changes in nla track amimatio then i press Tab key to edit nla track, but whet i press tab to edit nla track animation from mixamo in pose mode my character always goes to world origion what i can do to solve this problem?
Does the Voxel Heat Diffuse Skinning addon work with Mixamo or the Human Generator addon? The HG character was imported into Mixamo, rigged, and animated. The custom outfit was applied using the Voxel Heat Diffuse Skinning addon, there was no clipping with the base mesh skin but it caused significant stretching around the armpit, waist/groin area, and leg during animation.
The Voxel Heat Diffuse Skinning addon, when used with Human Generator's original rig, does not stretch but the custom outfit still clips with the base mesh skin. Can you do a video on how to use the Voxel Heat Diffuse Skinning addon with the Human Generator addon rig and with the Mixamo rig attaching custom outfits?
Voxel heat works with any mesh. I already have a video about. It's important to understand how it really works. It sounds a bit like you expect it do magic. It won't :)
ua-cam.com/video/QoKwjvuXb9I/v-deo.html
7:47 This method seems a bit convoluted. Does it have an advantage over clicking the armature then in the dope sheet finding mixamo:Hips, expanding and deleting the Z Location track? I put two identical anims side by side and wasn't noticing any difference though I could be wrong.
Yeah, that should work too :)
Hi, I found another way to circumvent the teleporting. As you do here I split the animation in two actions. The action with only the hip bone is switched to additive blending. So I keep the original anim (no sliding) but it doesn't jump back tothe start. In The other action i only disable the hip. I needed to tweak the keys of the hip position at 0 at the beginning of the action and remove useless scale keys (constant with a value of 2 in my case). Maybe you could add this in a future video
Thanks for the tip but I can't recreate it. I am curious so if you could put into a step by step format, I'd love to give it another try.
@@CGDive Hi, my technique of dual action (1 additive for the hip / 1 normal for the rest of the body) proved to be pretty much useless as soon as rotation appear in the trajectory so I would not recommend it beyond any VERY basic animation. Thanks again for your wonderful content.
For beginer for animating character use quaternion or euler?
Ahhh, a tough question. If you are at least semi-serious about this stuff try to learn the difference between the two and use whichever is better for each part of your rig. If you can't be bothered then keep everything to Quaternion since it is the default.
@@CGDive ok thanks sir
bro have you made 2nd part for animation holding place?
Not really. Did I say I would in the video?
@@CGDive thanks
hi
is it possible to keep spline straight as climb brae
Hi. I have no idea what you mean, sorry ':(
Hello, I would like to ask, if I already have movement but its hand is face up, I want the character to make fists while walking, what should I do? Thank you.
You could simply delete the keyframes of the hands, pose them into a fist on frame 1. Don't forget to record a keyframe. That should do it.
Sir can you make an video on to put life in character
Mixamo fixed root motion
I've been calling it Mix-a-moe, Mix-ammo seems more like a name, have I been saying it wrong all this time xD
I am not sure how you pronounce "Mix-a-moe" and "Mix-ammo" haha
I have been criticised about how I pronounce Mixamo in my videos. Honestly, I don't know what the correct pronunciation is 😂