How to Fix Multiple NLA Mixamo Animations in Blender
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- Опубліковано 11 вер 2024
- In this video I'll share 3 common problems and solutions to your NLA animations. When multiple Mixamo Animations don't seem to work... here's why?
#blender #NLAblender #NLA #mixamo #blendermixamo
You are a legend! Thanks! The armtwisting never made sense for me and now it's such an easy fix honestly. Still annoying but at least one can fix it! Thanks!
Thanks friend! That's generous. The twisting arms thing drove be bananas for a long time. Glad it helped.
I have the exact model...(all t pose), all animations work fine in the NLA until attempting to blend... then the arms twist. but I put a control rig on the original...So I believe the IK has something to do with breaking the NLA as well.
EDIT: It was my fault... I rotated the original on Z 90 degrees without keying it before running the actions... ugg
Oh gotcha. That makes sense. It’s probably the IK. Thanks for sharing this.
To solve this problem you just have to download the mixamo model with the skin
sir can you please help me? i uploaded a character on mixamo and chose an animation everything went fine and the character i uplaoded did the animated in the mixamo preview but when i imported it to blender the character animation is not working it is just idle no t pose or anything and no keyframes at all too
Couple things- make Blender frame rate same as the exported character.- make the duration of timeline longer- check “blender file” drop-down in the outliner and be sure an action exists there. - be sure you’re in object mode- try these things.
@@DigitalFashionClass thank you so much! may god bless you
IIIIII LOOOOOVEEEEEE YOOOUUUUU!!!!!!!!!!!!!!!!!!!!
Thanks bud! Glad it helped
thank you so much!
You're welcome!
at 3:44 when you set the location keyframe, is it only once or do you have all the keyframes still selected? great videos though - yet another of these blender processes that need to be done like prepping a space probe in a clean lab
Haha! Yea I even forget how to do it sometimes. Complicated!
So you move all the key frames over to the playhead then set only 1 location key frame. Those other key frames are animation, key frames and you don’t need to have them selected.
Sometimes I will do it by sliding the NLA to frame zero so that you don’t have to move the key frames and instead you just set a location key frame to start at that reference mesh
@NoClassNoProblem So where does the location keyframe appear? In the action itself or at the object level? (I'm still getting my head around the difference between when a keyframe is INSIDE the action or outside...). -- I was finally able to macgyver it in the graph editor, but I suspect what you're suggesting - if done right - gets around that mess...
@@Hepworks the location key frame is within the action. That’s why you use the action editor to open the action and set that location key frame, then save it by hitting the X.
Ok thanks - will try it again!
@@DigitalFashionClass
Thanks for covering this topic! I'm having the issue where the arms cross. I've deleted the "T-Pose" armature is both locations. All that are left are the mesh, the "A-Pose" armature, and the two animations I've pushed down into NLA tracks. So you export this as an .fbx and import it into Mixamo and then what? I'm a little fuzzy on the rest of the process. Thanks again!
Super interesting. If you download your Mixamo animation without a skin, it will default revert back to T-Pose regardless if you are starting with an A-Pose. If you're starting with an A-Pose, you would then download your animation always "With Skin".
Great suggestion! Another way is to install CATS add-on. Process is longer BUT you can change to any pose and set as the “rest” pose - github.com/absolute-quantum/cats-blender-plugin.
Also- be sure to check your rest pose on frame 0 or go to armature tab and click “rest”.
@@DigitalFashionClass Nice, yeah that looked like a pretty cool plugin. I'll use that as well. Something else that I found that causes the model to scale up suddenly and rotate back is if your mesh is made up of multiple, unjoined pieces. I think Mixamo prefers that the mesh is one joined piece.
It does. If you don’t want to join them you can also parent then assign each unjoined mesh to a vertex group.
@@DigitalFashionClass Do you happen to have a video on your process of exporting an NLA animation to another Blender project?
Question, my problem is that my 2nd animation keeps going to T-Pose or not playing at all. I've tried changing the extrapolation, the blending mode, etc. And tried switching which track is on top in NLA editor. What is happening?
Do you have one armature in Blender Layers and two actions? If so, go to frame zero and move more NLAs to start at frame zero. Then, with armature selected, check the pose of each one like I did in the video. Are they both T pose? If so, check that “nothing” is selected on each NLA track (hit N to open NLA options). If you can share a video link to your problem I’m happy to help trouble shoot.
@@DigitalFashionClass I AM ALSO HAVING THE SAME ISSUE , SOME TIME ITS WORKS SOME TIME NOT I DONT KNOW EXACTLY HOW TO FIX , PLEASE HELP US
@@A-Ni-Metion-Hindi be sure that both are do not have an armature before uploading to mixamo. Download with skin. The be sure “nothing” is selected in extrapolation mode. When you got to frame 0 it will automatically go into rest pose (A or T). You can leave bottom layer as “Hold” instead of “nothing”.
@@A-Ni-Metion-Hindithis video explains in more detail How to combine Multiple Mixamo Animations in Clo3d for Unreal
ua-cam.com/video/KbUNtDYu28E/v-deo.html
hi u have help me really alot but it was not what i had in mind basically in my scene either i can add three animations into one or i can move my character when he is at the starting point so he just does not show up in the camera while the shot is being taken now i am having a small problem when i have everything setup the character is just not moving after the first animation clip at my second try it somehow moved but now as i said i want to move my character like that and for that i have to select the location in the mid animation and with everything goes ok but the second clip is still not working idk what is happening but it is just not moving plz help me with this i am very close
Post a link to your Blender file and fbx files. I’ll download and solve (maybe) Then post video on how to do it.
@@DigitalFashionClass that works too i will post my project with all the blunders at once thx btw
@@DigitalFashionClass also do u have discord or something i can send u there if thats good otherwise i will post a download link
@@DigitalFashionClass ua-cam.com/video/g5IS9aYD2HM/v-deo.html
@@berecklxss1382. discord.gg/xgN4bBjJ
well done nice video do you know how to fix twisted arms for example if u take any character at mixamo end use riffle iddle animation his left arm is twisted pls if u know make a video i think it would help a lot of ppl thx again for the videos :D
Ok, I’ll make a video. But the main reason for the twisted arms is that your original model had an A pose (check by going to frame 0 and click reset pose). You’re trying to map a T pose to and A pose or vice versa…. I’ll make a video😂. It’ll make more sense.
Here's a video on how to fix your crossed arms problem. Hope it's helpful ua-cam.com/video/wc3HZYVkU_w/v-deo.html
Not working for me,, for more then 10 times but not working in latest belnder...
If you give some more detail perhaps I can help.
how do you pull up menu for insert movement keyframes only
When you’re in the viewport editor, click the letter “I” and it will bring up keyframe options.
@@DigitalFashionClass thank you
Crossing arms thing didnt work
Is your rest pose T or A?
@@DigitalFashionClass i exported the A pose one
Share a downloadable link to your file and tell me which Mixamo animation you used. I’ll make a video about the solution.