I have searched extensively, but I couldn't find any tutorial that explains how to import motion from Mixamo to Blender without uploading the model to the website. I need to apply the motion to a robot model that the website doesn't recognize. This tutorial was the only one that was helpful to me. Thank you for the video.
I have a problem that when I click retarget animation the arms go crossed like the right arm is targeted to the left armature arm and vice versa. Would you have any idea why this might be happening? Thank you :)
Thank you for this tutorial. I'm having a strange issue, and I'm not sure what I've done wrong. The animation plays, but a part of my character mesh stretches out and becomes very large and distorted. Anyone else have this issue? Thanks.
@@sathyae8424 I didn't. The Mixamo animations would have been a shortcut toward what I need, but they would have been incomplete. I ended up animating everything by hand. More time consuming, but the result is more accurate. Sorry I couldn't be of help.
After parenting the rig to the body, it doesn't seem to work, I made sure that the rig would be the last thing I would choose but it still doens't work
I'm experiencing a strange issue when transferring animations from the Mixamo rig to Rigify. It seems that the Rigify rig gets corrupted, and even after changing animations or using 'Clear Transform,' it doesn't return to the original T-pose. I'm not sure why this is happening. The torso still moves sometimes, and the legs no longer return to their fully upright position as they should. This issue is only resolved if I remove the rig's parenting from the model or if I delete it directly
I experienced this too and I found that Rokoko had put keyframes on ALL the bones, bones that were not supposed to be animated, even if they were locked. I used a custom rig so I'm not sure if Rigify does this. I had to go and unlock all bones that were locked originally and reset them. I can't find any info on this problem anywhere, though.
I'm not sure if you ended up finding an answer to this but make sure the scale for both the control rig and the animation armature are set to 1 before you retarget
I am having strange problems with my character when I did the parent of the rig to the mesh her arm and dress moves at the same time what did i do wrong
Most probably it is because we parent of the rig to the mesh with “automatic weights” You need to adjust the vertex weights for the bone. You can find lots of tutorial about weight painting.
Indeed, my problem too. maybe its just worth re targeting the meta rig instead? EDIT it seems like you have to basically make your own list then save that out for future use. for example it incorrectly targets the DEF thumb when it should be thumb.01.R, so i am going through the list manually and correcting them. I don't know how the author did his TBH
Can I use armature (skin + bones) from Mixamo, reset Bones and Poses in Blender, then Generate Rig, then retarget new animation from Mixamo to the armature?
As I know, you want to import any mixamo character into Blender. Delete the existing armature , and rig the character with the rigify addon, then retarget any mixamo animation?
@@mk3dgraphics Thank you for your response, as I am new in Blender, luckily I found there is Mixamo add-on for blender to create rig for armature from Mixamo, so my problem is solved, thank you.
Bende de aynı problem oldu. Bunu düzeltmek için meshin içindeki birbirinden ayrı olan geometrileri ayırıp bunları ayrı olarak işleme tabi tutmalısın. Daha sonra ana geometriye tekrar birleştirebilirsin. 👌
"parent it with weights" you would need to change the name of every vertex group, and also be sure that the anatomy of your model vs the import in exactly the same, and you wouldnt be able to usee your nice fancy rig, but the crappy bones from mixamo
@@Elyasdollverse eyjo, I solved my problem. The riggify rig is a controll rig, so it isnt working properly when imported to unity. You can use the rig you had before hitting the "create rig" button of riggify. But you need to check if the face is parented to the head, shoulders to spine and hips to legs. There also is an addon, if you need to use the controll rig and the game rig, I will send you a link. I hope you dont went to the same pain as I did while searching for a solution xD
You need to do the following: before retargeting, go to pose mode into the mixamo rig and clear all positions. It will give you a T pose. Then you need to adjust it to an A pose similar to what you have. Then you need to make sure that before pressing the retargeting button you select “Current” for both models. Make sure in pose mode that both are on a pose mode, not rest pose.
omg blender often force close (like 10 times allredy), and after that's rigify adon desapear and must activate again, at least it work, thanks dude um i have question after i retarget the animation, my character became very tiny, and if just using scale the mesh is broken ok solved by deleting the rig and making new rig, and deleting the target and import the target again (that's was a bug all along 😅) are you have tutorial to repair weight painting ?
I'm sure there is some useful information here, but I just cant sit through the cringe inducing AI voice over. of all the available models, you chose the worst, most over used one. You're lucky I'm even pushing your video ranking with this comment to let you know about the experience I had here, but as a creator myself I understand the value behind honest and direct feedback. Im real happy YT doesn't allow these kinds of shortcuts to be monetized anymore, and that's not to say I think you're lazy... Learning 3D has afforded new perspective and respect for the level of work that goes into these kinds of things. That being said, if you're interested in outsourcing your voice overs, Id be more than happy to speak with you on it. I think you'd be surprised to hear what I have to offer beyond the vocal qualities I display online.
I have searched extensively, but I couldn't find any tutorial that explains how to import motion from Mixamo to Blender without uploading the model to the website. I need to apply the motion to a robot model that the website doesn't recognize. This tutorial was the only one that was helpful to me. Thank you for the video.
first video nicely explained. Thanks a lot !
I love your super serious tone like in those unsolved mystery or interrigation shows
It's a TTS voice haha
That's exactly I've been searching!
re u an artist?
Başarılarınızın devamı dilegiyle❤
thank you
very helpful thanks
So cool..
I have a problem that when I click retarget animation the arms go crossed like the right arm is targeted to the left armature arm and vice versa. Would you have any idea why this might be happening? Thank you :)
i'm having the same problem 😭
@@pedrocouto5869 if you find a fix let me know boss 🙏
in blender 4.0 the addon won't install. blender is just freezing when i hit install.
RIJIFY
Thanks!
bro. THANK YOU.
Thanks a lot !
Thanks a lot.😊
Thank you for this tutorial. I'm having a strange issue, and I'm not sure what I've done wrong. The animation plays, but a part of my character mesh stretches out and becomes very large and distorted. Anyone else have this issue?
Thanks.
It caused by vertex weights. Switch to vertex painting mode and check your weight on your mesh.
@@mk3dgraphics Thank you. I'll give that a try.
@@MVWDave Hi, Did you find any solution to this? Because I am facing the same issue as you mentioned above.
@@sathyae8424 I didn't. The Mixamo animations would have been a shortcut toward what I need, but they would have been incomplete. I ended up animating everything by hand. More time consuming, but the result is more accurate. Sorry I couldn't be of help.
@@MVWDave Thank you for the quick response. I think I'm gonna do the same thing.
After parenting the rig to the body, it doesn't seem to work, I made sure that the rig would be the last thing I would choose but it still doens't work
did u solved it?
@@siddharthpaul6539 following...doesnt work for me either
@@siddharthpaul6539 nope never neded up working for me, sorry
I'm experiencing a strange issue when transferring animations from the Mixamo rig to Rigify. It seems that the Rigify rig gets corrupted, and even after changing animations or using 'Clear Transform,' it doesn't return to the original T-pose. I'm not sure why this is happening. The torso still moves sometimes, and the legs no longer return to their fully upright position as they should. This issue is only resolved if I remove the rig's parenting from the model or if I delete it directly
I experienced this too and I found that Rokoko had put keyframes on ALL the bones, bones that were not supposed to be animated, even if they were locked. I used a custom rig so I'm not sure if Rigify does this. I had to go and unlock all bones that were locked originally and reset them. I can't find any info on this problem anywhere, though.
Can you please provide the bone list for download so we can avoid setting it up?
same
😀Thank you
I just can´t select the Source armature with rokoko
so it has to be on t pose? no a pose?
@@valverdeh You can use A pose also. But target and source armatures should have the same pose.
5:26 why i haven't find the "IK-FK (hand.L)" slider on the Rig Main Properties? I mean that slider part is missing from my Blender 4.0
It's not in the rig properties. You can see it's in the "Item" tab. Other tabs are tool, view, animation, screencastkeys and rokoko
strange my model gets stretched out after retargeting. Any hints?
I'm not sure if you ended up finding an answer to this but make sure the scale for both the control rig and the animation armature are set to 1 before you retarget
it does not rig for me what can i do
I am having strange problems with my character when I did the parent of the rig to the mesh her arm and dress moves at the same time what did i do wrong
Most probably it is because we parent of the rig to the mesh with “automatic weights” You need to adjust the vertex weights for the bone. You can find lots of tutorial about weight painting.
the retarget always rise the model a bit, it there a way to correct it?
I had to do it manually. Go to graph curves and change the z transform for all frames.
Dear MK, my target bone is connected to DEF by over 90%. Is there any solution to this?
Indeed, my problem too. maybe its just worth re targeting the meta rig instead? EDIT
it seems like you have to basically make your own list then save that out for future use. for example it incorrectly targets the DEF thumb
when it should be thumb.01.R, so i am going through the list manually and correcting them. I don't know how the author did his TBH
same
I fixed MIXAMO for Blender 4.0 video & download link on my channel in Fast Animation Studio Toolz playlist
Can I use armature (skin + bones) from Mixamo, reset Bones and Poses in Blender, then Generate Rig, then retarget new animation from Mixamo to the armature?
As I know, you want to import any mixamo character into Blender. Delete the existing armature , and rig the character with the rigify addon, then retarget any mixamo animation?
@@mk3dgraphics Thank you for your response, as I am new in Blender, luckily I found there is Mixamo add-on for blender to create rig for armature from Mixamo, so my problem is solved, thank you.
my guy turns big? whats up with that haha
ahahahah same here, always in every youtube tutorials I got the same issue, my models turn big and rig stay small even if I apply the scale =S
Try select the model and press "Alt P" clear parent [keep transformation]
Hi, i was following up until i got this problem "Bone heat Weighting: failed to find solution for one or more bones" what can i do?
You may have overlapping geometry on your mesh. Select all vertices, hit "M" and select "merge by distance"
or maybe your polycount is too high
Use vovex heat diffuser addon
@@sagalaarafat2383 You saved me, thanks 🙏
Bende de aynı problem oldu. Bunu düzeltmek için meshin içindeki birbirinden ayrı olan geometrileri ayırıp bunları ayrı olarak işleme tabi tutmalısın. Daha sonra ana geometriye tekrar birleştirebilirsin. 👌
Noob question, couldn't we just copy the armature, put it inside the character and then parent it with weights?
"parent it with weights" you would need to change the name of every vertex group, and also be sure that the anatomy of your model vs the import in exactly the same, and you wouldnt be able to usee your nice fancy rig, but the crappy bones from mixamo
unable to install rokoko plugin anybody knows what to do ?
Hey, I Have a face rig on my character, and now it acts weird and distortes the whole face, what should I change?
Same here, unfortunately no answer
@@Elyasdollverse eyjo, I solved my problem. The riggify rig is a controll rig, so it isnt working properly when imported to unity. You can use the rig you had before hitting the "create rig" button of riggify. But you need to check if the face is parented to the head, shoulders to spine and hips to legs. There also is an addon, if you need to use the controll rig and the game rig, I will send you a link.
I hope you dont went to the same pain as I did while searching for a solution xD
But if you aint exporting it, fixing the hirachy can work, by parenting the face to the head bone
What if the model is in A-Pose?
You need to do the following: before retargeting, go to pose mode into the mixamo rig and clear all positions. It will give you a T pose. Then you need to adjust it to an A pose similar to what you have. Then you need to make sure that before pressing the retargeting button you select “Current” for both models. Make sure in pose mode that both are on a pose mode, not rest pose.
when i import charactor from makehuman, I don't arrive to animate it with my own rig, can you help me ?
when i generate rig it error
Hello. what about face rigging? When animation is applied to a league with a facial rig, the face becomes deformed
I am experiencing this same issue. Have you managed to find a fix?
omg blender often force close (like 10 times allredy), and after that's rigify adon desapear and must activate again, at least it work, thanks dude
um i have question after i retarget the animation, my character became very tiny, and if just using scale the mesh is broken
ok solved by deleting the rig and making new rig, and deleting the target and import the target again (that's was a bug all along 😅) are you have tutorial to repair weight painting ?
I hear the gravity on the narrator's voice and keep wondering how and for what reason will this character model be dying.
I wonder why we have to use control rig instead of using bone after parentting directly?
3:37
If you can't find this then top of the screen you can see "rigify" option. if you click that you can find same option
This does not really work as ROKOKO incorrectly labels most of the bones as DEF bones as other people have commented below
I had to manually go through the bone list and work out which were the correct matches.
I'm sure there is some useful information here, but I just cant sit through the cringe inducing AI voice over. of all the available models, you chose the worst, most over used one. You're lucky I'm even pushing your video ranking with this comment to let you know about the experience I had here, but as a creator myself I understand the value behind honest and direct feedback. Im real happy YT doesn't allow these kinds of shortcuts to be monetized anymore, and that's not to say I think you're lazy... Learning 3D has afforded new perspective and respect for the level of work that goes into these kinds of things. That being said, if you're interested in outsourcing your voice overs, Id be more than happy to speak with you on it. I think you'd be surprised to hear what I have to offer beyond the vocal qualities I display online.
What are you blabbering about