Combining Mixamo Animations in Blender
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- Опубліковано 11 вер 2024
- [UPDATE] There is now a more recent version of this content (for Blender 2.9) at: • How To Combine Mixamo ...
A guide to combining multiple FBX downloads from Mixamo in the open source 3D editor Blender.
Part of a Blender series at generallyplayf...
Blender stuff starts at 1:18
Unity stuff starts at 6:54
This is a very long way to go about simply cutting and pasting keyframes in Blender. You didn't solve for the translation issues between animations.
do you have a video on how to do that or step by step instructions. some of the Mixamo animations like running are only a few steps I'd like to make them longer.
@@fredbuddie8328 this was exactly i wanted and the title says :D
Hey, did anyone find a solution to this? can we change the initial point for the next action or something
Yeah so i got the solution, go to graph editor and change all the location coordinates for a particular action by selecting them.
@@aviadlakha5586 Could you elaborate? I found a different solution, but keep running into gimbal lock when blending animations.
I need your help ...
If i use unreal engine instead of unity how do i use ????? Please help?
You said what you did without telling the viewer what to do half the time....makes following you almost impossible. You should redo the video
This is great. I was hoping you'd explain how to combine them all within blender. I am sure I will figure it out but if you know, please do tell or do an add on to this video tutorial. Thanks.
I'm hoping to revisit this soon with 2.81!
@@generallyplayful can't wait)
@@generallyplayful yo did you revisit it bro
I threw 2 animations into Blender: walking and attack that I downloaded from mixamo. I combined 2 animations with copy and paste. But I have a problem like this: After the animation of the walk is over, the attack starts from the starting point, not from the end of the animation. For this problem, please help, I searched everywhere, I could not find it. (If it is not understood from the description, I can send a video.)
İbrahim Ergin I have the same problem
you are my savior!
this helped alot Thaanks
Thanks Brother
Oh my gosh thank you so much
Could we have this for Blender 2.8 maybe?
Hello, how could I use different clips without reestarting in the same point?, I mean "Walk" and "Run" continue in the position where the other left. I have thought changing it in Action Editor, but I dont Know if there is beter opcions.
Thank you very much.
I have been looking for the answer to this question too,.
@@samosdolphins123I´ve watch this video ua-cam.com/video/sFkGcHxRsqg/v-deo.html that make a solution
@@locusruizlopez5997 Thanks!
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...
I've addressed this concern in an updated version of this video here: ua-cam.com/video/VNbzOjiYJk4/v-deo.html
but bro i thought size will be reduced after deleting the armature but that doesn't happen , please explain
What version of Blender are you using??
The bloopers made me giggle
You made my day
Thank you so much bro! you helped me to solve the big problem ;)
I was looking for a way to do this in Maya to use in Unity from Mixamo.
video name is incorrect. The mixamo animation were not combined.
Great! Thank you so much!
Video is not clear I watched a few times and it is just confusing. I would like to put them together but maybe you can make a clearer better explained video without the unnecessary stuff.
this doesn't work
Hopelessly over my head
thenks you
Blender 2.8?
Lekker!
Can anyone tell me if it's possible to apply this to animation to another different model if so how !
If the model is humanoid, yes!
It's easiest if the model is prepared - rigged - for animation (for example, downloaded from mixamo). That means it'll have the correct vertex weights applied (names like 'root' and 'hip' and stuff). If that is the case: select the model, then shift-select the armature, and press ctrl+p (to parent), and choose "Armature Deform".
If the model is NOT rigged (a model you created or downloaded without a skeleton), then it's more tricky. You could try to rig it yourself (there are some good tutorials out there), OR you could try automatically rig. Select the model, then shift-select the armature, ctrl+p (parent), and choose "Armature Deform with Automatic Weights". I've never had much success with that, though, it always looks weird.
If I have some time soon I'll try walk through this in a vid!
GOOD!!
thank u body
native blender fps is 24
not what i searched or was standing in your title. please re-name your title.
this is misleading.
Спасибі тобі величезне, друже. Єдине відео, яке допомогло!))) Вітання з України!
your demonstration way is very wrong. You wanna flaunt your blender skills or You wanna teach people how to understand what you are demonstrating. Be slow and steady to if you want to become good youtuber.
Thanks for the feedback! If I do any more of these things I'll consider taking it slower