The 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/
What You show beginning at 17:50, doesn´t work for me in 4.1.1 with the mixamo addon for Blender 4. Also I can´t edit an action strip by pressing Tab. When the strip becomes greenish and I click on it to select keyframes, the strip disappears.. Any Idea? Maybe You could update this brilliant tutorial to a newer version of Blender
Been looking for a tutorial this good about everything you covered for over 3 years. Nobody has laid it out so well, explained it so logically and covered several problems all in one great tutorial. Going to get familiar with your work over 2022. Well done, Sir!
You did??? Don't go out, random strangers may try to kiss you and stuff. haha The official development of the addon may be discontinued (not yet confirmed) so a community-updated version would be awesome!
@CGDive Ok.... Thanks, I kind of bundle. It was my add on sort of so if its functionality stops working my add-on is less great.., ... I do the same thing with EV express and haven't been able to get a hold of the developer to get him to update it so I might update that one as well.....great, I'll keep checking and then a if it goes off the market. I'll just put it on a github and respond to issues.... Somebody else left a comment on my UA-cam channel. That they're working on a version 2.0 so not really sure...
@@toapyandfriends The rigging nodes addon also seems kind of abandoned which is unfortunate. But it's a pretty big addon, not sure if you want to get involved blenderartists.org/t/rigging-nodes/1238994
@@CGDive Any chance you'll be doing a mocap cleanup followup to this? I'm scared of doing it and you showing a way better solution (as always) and me having to start over :D
Just a few hours after you posted this, I had tried the Mixamo addon for the first time, with one of their models that ended up having the weird bones and getting the error. So, it was great to find this video and see your explanation, and good to know that models I import to Mixamo for auto-rigging won't have that problem! Thanks!
Absolutely amazing tutorial ! Clearly explained and full of enormously helpful information. Primarily a modeller, prior to watching this I was hesitant to tackle character animation but this has given me the confidence to dive right in. Thank you very much.
so when I bring the Mixamo character back into Blender, it has not coloration or skin. Even though it shows in Mixamo fine now, but when I Download FBX with skin, it just comes in as white. The skin does show up from the same FBX in Sketchfab fine. What the heck am I doing wrong in Blender?
I have to be honest with you, your tutorials are absolutely amazing and easy to understand!!! (I’m not saying this for being nice) this is one of the best tutorial video I’ve seen. Thank you so muchhhh 😊 keep it up 👍🏻
NICE! A couple of months ago, I discovered that characters rigged in Mixamo work well in Cascadeur and the resulting animations can then be imported into Blender. From what you're covering here, I'd say that Mixamo, Cascadeur, and Blender with this plugin would make an excellent workflow. And once the control rig is attached, adding a face rig should be quite possible for a complete animation workflow, start to finish. If you haven't given Cascadeur a try yet, I highly recommend it.
Wow, I got an error while using Create Control Rig on Demon T Wiezzorek model on Mixamo, and this is clear explanation why my character does not work! You are a sight for eyes. Thank you every much!
Not sure what you mean by "derping" lol ... but If you mean that some of them don't generate a proper control rig, then look forward to a new video coming soon. We created some tools and workflows to make them stop derping :P
hi good day and awesome tutorial ..... but need help trying to make the IK on the mixamo hand rig allow stretch ....i have tried to tinker with it but no success..... i want to make it stretch like one piece's luffy..... the spine does it but i cant get the arms to do the same......
I can't believe it I applied a sitting talking mixamo animation and I just looked into the graph editor to edit it and there's almost no keyframes at all in the graph editor for a long mixamo animation on this new rig
Thank you for this, it was very helpful. I do have one question, when im blending two animations, it transitions great, except for a foot. The foot just kind of distorts while in middle of a blend, is there some kind of fix for this?
hi sir, at 17:26 in the NLA editor when i move the action to the right ,the layer at the bottom does not work ... like my vampire bite layer does not work , the timeline freezes at the first frame of goalkeeper until I reach the goalkeeper action and it applies , also , when I select an action it's in orange not yellow like yours ? Thanks in advance
The color of the action is probably just the Blender theme that was changed in differnet Blender versions. As for the actual problem, most likely the Extrapolation mode is set to Hold. Select your action strip (e.g. goalkeeper) and under Strip settings set Extrapolation to either Hold Forward or Nothing.
Thanks for this great video along the other two on using lender with mixamo! Really appreciate the comprehensive language you use to explain everything
Thanks a lot! I have two anims with the control rig on the NLA now, but how can i adjust the position of anim 2, if it is not at the same start point like anim 1? Since there is the mixamo rig onto the anims, there are no center hip bones to keyframe. Edit: If this is handled in one of your courses, i would like to buy it.
Hiya just so you know, the reason why 5:56 is happening is becuase of the Orientation of the bones on import. To fix this you have to in additiont to "Automatic Bone Orientation" - Check Manual Orientation - Change Forward to Z Forward - Change Up to -Y Up The Mesh will import flipped and possibly under the grid, but simply create the control rig and it'll work as expected. You'll of course have to rotate the Ctrl_Master. Is it ideal nah, but does the trick :)
This sounded interesting so I gave it a try but it didn't work for some of the characters I was having problems with. I am sure it works for some characters but not all from my tests. Here is our solution: ua-cam.com/video/zfaskQ2BK1s/v-deo.html
I was using mixamo but without the add on , it s much more flexible with the rig , thanks for your tutorial it s really helpful you really dive into it. other rigging tut also i found about NLA on your chanel. edit: the addon doesn't work with properly 3.0 yet for me, i ve tested it with 2.92 it works
@@CGDive if you create the control rig in 2.92 , 2.93 save it and open it in 3.0 it works. you can import your animations. i just like 3.0 thanks to you !
i use auto rig pro for rigging , when am applying the the animation to control rig its shows up a error (NONTYPE object is not subcriptable) pls help me out
mixamo addon is better than auto-rig-pro when you do retargeting. For auto-rig-pro, after retargeting, your character is restricted to FK mode. This is bad for tweak afterwards. However, for mixamo addon, the control rig after retargeting is still IK mode. way more convenient.
That's not really true. Auto rig pro has tools to retarget to IK. For mixamo, there is even an Ik preset. Look at the presets next to the Import button. But yeah, the mixamo addon is easier to use.
when i combine the animation, the end of the 1st animation and the beginning of the 2nd causes the model to jump back to the center of the grid. is there a way to adjust the starting locations of the 2nd animation to the ending location of the 1st so the transition is smoother? when i go into the blending option, it deforms the character completely on transition
@@CGDive Hi I'm struggling with this issue too, been looking through a few of your video's and cant find anything to help with this particular problem as you seem to mostly use animations that are just walk cycles where the character doesnt move from the spot making it easy to move from A to B using Actions. Can you point us to where you address it if i've missed something? cheers! :)
@@CGDive for me the issue is combining Mixamo animations as it starts from one point and ends in another, so when you combine it jumps back to the start point, i try and fix it with new keyframes or actions and it just gets messy, cant find a smooth way of fixing it, any help much appreciated!
@@kpbelshaw I haven't covered it yet. Here is the best existing video I know of. ua-cam.com/video/64SDRd6zkDY/v-deo.html I'll do my own video eventually :)
Do we still need a separate game rig from the control rig before we use the send to UE addon? Like maybe duplicate the skeleton, name it control rig, add the constraints to the game rig, use the mixamo addon to make the control rig the control rig so on and so forth, or will the mixamo control rig provide animations without the need for a separate game rig in UE?
The mixamo addon keeps the deform bones in a good hierarchy so you don't need a separate control and game rigs. Just export with send to ue and it should work. I'm not at the PC but I'm 99% sure in this. Give it a try! :)
Hello, first time and having trouble merging two animations. So I've applied two animations and did the push down to the NLA, moved the second to the end like you did, and blended, but they only seem to only work separately and only when their stars are selected in the NLA. Any advice would be much appreciated.
Nice, this seems like the easiest method, and you explained it well, thankyou! It'd be cool if someone modified the addon to include rigify-like bone facial controls. I find that really handy for sculpting rigged characters without worrying about fixing morph maps. Can be good for iterative design workflows.
I would use the bound of the vertices weighted to the head to get a wide aproximation of where the jaw and main face landmarks could be. With some assumptions, one could look for hemisphere placed on the front and get a good placement for the eyes, then eyebrows, nose and forehead would follow. It would not be perfect but would give a good start. Some day, I should kidnap myself and make me do it :D
@@BallsAndNinjas Oh hey there. I love the addons you make. I'll definitely make a video about your Mixamo addon, looks awesome. ua-cam.com/video/bMFb2qlEuTU/v-deo.html
@@CGDive Yeah i tested out an early free version and was awesome. I guess for actual animators and people used to Maya its true gift. It makes work so much more easy. The manual method is jsut to much clicking like lots of stuff in Blender is.
If you have Auto-Rig Pro I'd recommend you use the Remap features instead of the Mixamo addon. It has presets for Mixamo animations so you can retarget them easily and you can have a face rig. I'll release a video about Auto-Rig Pro Retargeting later this week :)
@@CGDive Thank you for your answer, you are right that the character's face is big, but the character is from Mixamo collection. Is there a way to fix this problem?
@@hamedtorabi7837 so you are re- rigging it. There may be a way to reuse the original weights but it's a bit complex to explain here. You can always use manual weightsm paint. I have videos about that, check out the playlists on the channel.
Ok, so if I have a custom model, which can't be auto-rigged by Mixamo, I can use a rig from Mixamo, wheight paint it in my custom model, then download new animations and transfer them to the rig, right?
Man, your videos are so packed with good info and with no time wasted, thanks a lot! Do you have any tutorial on how one could export these "edited" animations with the mesh and the base original mixamo rig? I mean, to use in Unity and stuff. I'll try just selecting them and exporting the .fbx later, I suppose if I export only the deform bones with the mesh that could work?
I am not sure if I covered that in a video. If you want to export a mixed animation, you should bake the result first using "Bake action" (you can press f3 and search for "bake action")
It could be that the add-on is still not compatible with 3.4. It has happened before and it will probably be fixed soon. Keep an eye out for a new version.
Ive found many very useful videos about retargeting as well, also different methods being used. Let me know if you want to see those. 2 of them use copy constraints so you can animate on top of the retarget rig and correct animation flaws
@@CGDive Shall i send them in a twitter message? I got couple youtube links and some repos with code. Couple are very similar but implemented differently, Ill try to make overview of that tomorrow then
@@CGDive I think it's really awesome of you to answer questions in the comments section. I'm sure it appreciated by everyone as much as i appreciate it. I love your website. I plan to go through the tutorials. Thank you!
superb tut, bow to thee, master divine, sorry, dive. unfortunately for me, somewhere at 13:00, rig stopped working for me. python raised an error. oh well, back to the basics. thx for sharing, have fun, aum edit: using blender 3.1.2
Having some issues blending mixamo animations in which the character moves or walks. When I try to blend them it bounces the character back to the second clip's origin point briefly if I try to blend them using the shift tab on the npanel in the nonlinear animation window. If I don't blend them, the character stays in the right spot but the transition between clips is abrupt.
hmmm... the bounce should happen whether you blend or not because of the world space transform of each animation. What you describe is peculiar. Can you share a file?
@@CGDive I can do that; I'll post a link. It's entirely possible I'm doing something wrong; I've been using Blender for less than a year and am a "figure stuff out" type of guy. Tutorials like yours are my primary source of knowledge!
So this probably does not work with Arigify, right? Since it relies on the Maximo rig? Does Maximo have the same problems with bone bloat and bendy bones as the Rigify meta-rigs that you covered in your other videos? I think we need a standardized connection across these platforms soon to make all of them really 100% viable. They all seem to have one glaring hole in them that makes them a bit hard to devote anyone's valuable indie dev time to. I think I'm gonna use Maximo for Humans, and Arigify for aliens/robots in my projects. But I'm looking forward to your answers to the above questions because I need all the optimization I can muster for the game I'm making.
Hi. Arigify works only with Rigify. However, the Mixamo control rig does not alter the underlying simple armature so it's easy to export. (just export FBX with Deform bones only settings). I covered it in the second Mixamo video ua-cam.com/video/HeFPO7CfKoM/v-deo.html We actually made an addon that may be better than Arigify (I may be biased tho haha). Here is the info: ua-cam.com/video/iZBx1I7vmQ0/v-deo.html It works with Rigify but also with almost any rig. So this may be the standardized connection you're looking for. It doesn't yet cover Mannequin/Humanoid standards bvut I'm working on the workflows now and then we'll automate them as much as possible.
be aware that many mixamo models will give errors when trying to re-auto-rig in mixamo, as many where not done with mixamo auto-rigger originally. the closer to 'naked' human shape, the more success with auto-rigger.
would luv for people doing human animations to pick 1 skeleton and everyone uses it , this would save so many hours for everyone why do we need some many different rigs
Thank you. I could not find solution for combine two animation in easy way ( I mean if we have two animations when I combine it the second animation return to start point which cannot link it with the first animation). I found many tutorials but all long steps to link or combine two animation compare to Maya which only in one click. I hope to find solution to this or is there add on for this problem ???
is there any definite structure or process is there to upload character in mixamo from other sources like cc3,. etc because I am failing always to upload a character.it says "unable to map your skeleton"
First, sorry for the late reply. For some reason I didn't get a notification for your comments (damn you YT). To your question: I don't think so. I have limited experience with cc3 but I know it creates a very complex rig and I would be surprised if Mixamo can make sense of it. I will make a note to explore this tho.
Hi There, great tutorial man! Man Mixamo is a powerful tool indeed! I do have a question though, hoping you could answer, if I wanted add more animation to an exiting Mixamo rig in blender, would I have to re-upload the original fbx file and set the articulation point again just to be sure that animation transfer would be ok and stable?
I covered this in the second video ua-cam.com/video/HeFPO7CfKoM/v-deo.html Basically if you export the already rigged character and drop it in Mixamo, you won't have to rig it again.
i have a model with weapon (axe) is there a way to use mixamo animation for that? i cant find a tutorial ((( i know that mixamo has such animations but i don't understand how to apply them to my model. could you please help?
Watch part 2: ua-cam.com/video/HeFPO7CfKoM/v-deo.html I show how to edit the rig and weights. You can just weigh the axe to the arm or add a bone for the weapon if you want more control. Mixamo won't know what to do with the new bone so you may need to edit the weapon in the final animation.
Hey. LIttle help? Blender 2.93 , no matter what im doing ,after FBX import when im trying to press "Create Control RIG" , all the time hands are Disjointed. I did not any changes with import settings.
What about such characters? 😊 You can't use them directly with mixamo, most likely. You can re-rig then in mixamo. Or you could use retargeting techniques...
The 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/
Thx mate
What You show beginning at 17:50, doesn´t work for me in 4.1.1 with the mixamo addon for Blender 4. Also I can´t edit an action strip by pressing Tab. When the strip becomes greenish and I click on it to select keyframes, the strip disappears.. Any Idea? Maybe You could update this brilliant tutorial to a newer version of Blender
@@taucher1945 I am making a note to test it.
@@taucher1945 I tested and it works exactly as before. Most likely you are missing (or messing :)) something in the NLA but I can't say what for sure.
Been looking for a tutorial this good about everything you covered for over 3 years. Nobody has laid it out so well, explained it so logically and covered several problems all in one great tutorial.
Going to get familiar with your work over 2022.
Well done, Sir!
Thank you very much. I hope you'll find more useful videos on CGDive :)
I'll make a second Mixamo video soon covering a few additional workflows.
@@CGDive i have a problem left arm is missing
@@sakattodesign9927 That's terrible but it's too little info. No idea, sorry :)
THIS IS THE BEST THING EVER A MIXAMO ANIMATION IN THE GRAPH EDITOR WITH ALMOST NO KEY FRAMES... It took me like 2 seconds to edit this animation
Nice 👍
I fixed MIXAMO for Blender 4.0 video & download link on my channel in Fast Animation Studio Toolz playlist
You did??? Don't go out, random strangers may try to kiss you and stuff. haha
The official development of the addon may be discontinued (not yet confirmed) so a community-updated version would be awesome!
@CGDive Ok.... Thanks, I kind of bundle. It was my add on sort of so if its functionality stops working my add-on is less great.., ... I do the same thing with EV express and haven't been able to get a hold of the developer to get him to update it so I might update that one as well.....great, I'll keep checking and then a if it goes off the market. I'll just put it on a github and respond to issues.... Somebody else left a comment on my UA-cam channel. That they're working on a version 2.0 so not really sure...
@@toapyandfriends The rigging nodes addon also seems kind of abandoned which is unfortunate. But it's a pretty big addon, not sure if you want to get involved
blenderartists.org/t/rigging-nodes/1238994
That's reaaaly smart. Your channel ist the most consise source of animation tutorials for Blender. Hands down.
Thanks, Thomas!
@@CGDive Any chance you'll be doing a mocap cleanup followup to this? I'm scared of doing it and you showing a way better solution (as always) and me having to start over :D
Just a few hours after you posted this, I had tried the Mixamo addon for the first time, with one of their models that ended up having the weird bones and getting the error. So, it was great to find this video and see your explanation, and good to know that models I import to Mixamo for auto-rigging won't have that problem! Thanks!
Yeah, I wish they'd do a better job explaining this. Took me a while to figure it out.
@@CGDive Welcome to Adobe! i also do scripts and CEP panels, that is really a hunt for information!
@@RomboutVersluijs What are CEP panels?
@@CGDive They are those panels you can add which have custom made functions and added features.
Absolutely amazing tutorial ! Clearly explained and full of enormously helpful information. Primarily a modeller, prior to watching this I was hesitant to tackle character animation but this has given me the confidence to dive right in. Thank you very much.
Awesome, thank you!
so when I bring the Mixamo character back into Blender, it has not coloration or skin. Even though it shows in Mixamo fine now, but when I Download FBX with skin, it just comes in as white. The skin does show up from the same FBX in Sketchfab fine. What the heck am I doing wrong in Blender?
Ive watched this multiple times now whenever I’m working with Mixamo animations. Such a great tutorial. Thanks
New builder here and your content was very helpful. I understood a lot.
13:20 Eyedropper select new imported animation> Then select your mixamo rig that you will apply animation too> apply animation to rig
Mixamo is a game changer for me, your comprehensive tutorial helped me massively, thank you!
I have to be honest with you, your tutorials are absolutely amazing and easy to understand!!! (I’m not saying this for being nice) this is one of the best tutorial video I’ve seen. Thank you so muchhhh 😊 keep it up 👍🏻
Such a simple and precise way of explaining. Best tutorials on blender and mixamo.
Glad you think so!
NICE!
A couple of months ago, I discovered that characters rigged in Mixamo work well in Cascadeur and the resulting animations can then be imported into Blender. From what you're covering here, I'd say that Mixamo, Cascadeur, and Blender with this plugin would make an excellent workflow. And once the control rig is attached, adding a face rig should be quite possible for a complete animation workflow, start to finish.
If you haven't given Cascadeur a try yet, I highly recommend it.
Thanks for the tip. I haven't tried Cascadeur yet but it looks awesome. I have a video on adding a face, btw. Let me know if you can't find it.
This is by far the best animation tutorial I've ever seen. Thank you so much!
This video helped me immensely! I learnt so many different things. Everyday I am more astonished how many features blender has.
Bro, i saw every possible tutorial for this topic and this is by far the best one! Thanks a lot. Good work!
Nice. I'll make another one soon to cover a few more details :)
Wow, I got an error while using Create Control Rig on Demon T Wiezzorek model on Mixamo, and this is clear explanation why my character does not work! You are a sight for eyes. Thank you every much!
Cool! Soon I'll release a second video in which I'll cover how to fix those characters that don't work out of the box.
I was looking for the reason my characters were derping hard and your video is the only one that explained it. Thank you :)
Not sure what you mean by "derping" lol ... but If you mean that some of them don't generate a proper control rig, then look forward to a new video coming soon. We created some tools and workflows to make them stop derping :P
@@CGDive That's exactly what I meant. Especially with some characters that have extra bones on their clothes (was trying to work with the big elvis).
Finally, found the solution to my animation problems. Thank you
I've watched almost all videos on this channel,learned so much from here。I decide to support you on Patreon,keep doing good stuffs!!再次感谢~~
Thanks a lot for your support! Much appreciated. 謝謝!
hi good day and awesome tutorial ..... but need help trying to make the IK on the mixamo hand rig allow stretch ....i have tried to tinker with it but no success..... i want to make it stretch like one piece's luffy..... the spine does it but i cant get the arms to do the same......
first good tutorial i watched about rigging🙃🙂
I did not realize how much I needed this video
Nice :P
I can't believe it I applied a sitting talking mixamo animation and I just looked into the graph editor to edit it and there's almost no keyframes at all in the graph editor for a long mixamo animation on this new rig
Fantastic video explanation - best one on UA-cam re: Mixamo Add on by far - thank you!
Thanks, i had given up on the addon as it seemed broken. Now i will give it another go
Once you know what works it should be quite stable 😉
this is crazy informative! Kudos for going into so much detail and explaining so much!
Just in time solution. And perfect for unreal. Love u, man
(Excuse my bad english) Great thanks for all your explanations ! The best I have seen on this subject.
thanks its too much helpful for the lover of blender and mixamo
This is a fantastic tutorial, thank you! Answered all of my questions :)
Great to hear!
Thank you for this, it was very helpful. I do have one question, when im blending two animations, it transitions great, except for a foot. The foot just kind of distorts while in middle of a blend, is there some kind of fix for this?
this is GOLD! thank you so mach for such a detailed explaination
Thank you! I am relearning Blender and also planning on doing things with Mixamo. This was very helpful.
If you still have an error with good bone orientation, disable "apply animation" tab when creating control rig and it will work
hi sir, at 17:26 in the NLA editor when i move the action to the right ,the layer at the bottom does not work ... like my vampire bite layer does not work , the timeline freezes at the first frame of goalkeeper until I reach the goalkeeper action and it applies , also , when I select an action it's in orange not yellow like yours ? Thanks in advance
The color of the action is probably just the Blender theme that was changed in differnet Blender versions.
As for the actual problem, most likely the Extrapolation mode is set to Hold.
Select your action strip (e.g. goalkeeper) and under Strip settings set Extrapolation to either Hold Forward or Nothing.
Great video!
What does the *bake animation* button do? It is below *apply animation to control rig* button.
It's explained in the video 19:08 :)
Thanks for this great video along the other two on using lender with mixamo! Really appreciate the comprehensive language you use to explain everything
Thanks a lot! I have two anims with the control rig on the NLA now, but how can i adjust the position of anim 2, if it is not at the same start point like anim 1?
Since there is the mixamo rig onto the anims, there are no center hip bones to keyframe.
Edit: If this is handled in one of your courses, i would like to buy it.
I was just wondering how to do this, this clears a lot of information up! Thanks man!
Hiya just so you know, the reason why 5:56 is happening is becuase of the Orientation of the bones on import. To fix this you have to in additiont to "Automatic Bone Orientation"
- Check Manual Orientation
- Change Forward to Z Forward
- Change Up to -Y Up
The Mesh will import flipped and possibly under the grid, but simply create the control rig and it'll work as expected. You'll of course have to rotate the Ctrl_Master. Is it ideal nah, but does the trick :)
This sounded interesting so I gave it a try but it didn't work for some of the characters I was having problems with.
I am sure it works for some characters but not all from my tests. Here is our solution:
ua-cam.com/video/zfaskQ2BK1s/v-deo.html
@@CGDive Ahh brilliant, that would do it! Scripts always save the day haha. Nice one.
Hiya quick question, know if there's a way to toggle the control rig and skeleton? thinking for weight painting.
@@IspyrGameDev Yeah, controls are on the first skeleton layer, deform bones are on the second. Just hide/unhide whatever you need :)
I was using mixamo but without the add on , it s much more flexible with the rig , thanks for your tutorial it s really helpful you really dive into it. other rigging tut also i found about NLA on your chanel.
edit: the addon doesn't work with properly 3.0 yet for me, i ve tested it with 2.92 it works
Oh, thanks for letting me know. I'll test and change the title tomorrow when I have some time :)
@@CGDive if you create the control rig in 2.92 , 2.93 save it and open it in 3.0 it works. you can import your animations. i just like 3.0 thanks to you !
@@EZSub If you do this way, you can't use the IK/FK switch on 3.0. It just simply doesn't work
Thank you very much for such straightforward add-on demonstration. Very helpful.
Thank you for this...saved my bacon today. Had a good size piece to get out FAST, and this helped that. Whew
CGDive - saving your bacon since 2020 :D
Glad to help, Andy!
That was absolutley brilliant. Thank you!
Really Amazing Video Bro... Thank you so much for such tutorials... You are the Best...
Thanks! Exactly what I was looking for.
Concentrated magic seems to have arrived. I'll have to study the spells in this video.
Haha, nice 🙂
6:57
I really hope a product manager at mixamo gets sent this exact sentence. It would drive them up the wall haha
haha, yeah, mixamo can be a mess :)
Perfect timing once again for me. Thanks a lot!!
Thanks for the tutorial, I'll try to put it into practice
i use auto rig pro for rigging , when am applying the the animation to control rig its shows up a error (NONTYPE object is not subcriptable) pls help me out
Wonderful video with a lot of things to learn, thanks a lot for your time and afford
Glad you enjoyed it!
mixamo addon is better than auto-rig-pro when you do retargeting.
For auto-rig-pro, after retargeting, your character is restricted to FK mode. This is bad for tweak afterwards.
However, for mixamo addon, the control rig after retargeting is still IK mode. way more convenient.
That's not really true. Auto rig pro has tools to retarget to IK. For mixamo, there is even an Ik preset. Look at the presets next to the Import button.
But yeah, the mixamo addon is easier to use.
when i combine the animation, the end of the 1st animation and the beginning of the 2nd causes the model to jump back to the center of the grid. is there a way to adjust the starting locations of the 2nd animation to the ending location of the 1st so the transition is smoother? when i go into the blending option, it deforms the character completely on transition
yeah, I'll cover this later in the course, I promise :)
@@CGDive Hi I'm struggling with this issue too, been looking through a few of your video's and cant find anything to help with this particular problem as you seem to mostly use animations that are just walk cycles where the character doesnt move from the spot making it easy to move from A to B using Actions. Can you point us to where you address it if i've missed something? cheers! :)
@@CGDive for me the issue is combining Mixamo animations as it starts from one point and ends in another, so when you combine it jumps back to the start point, i try and fix it with new keyframes or actions and it just gets messy, cant find a smooth way of fixing it, any help much appreciated!
@@kpbelshaw I haven't covered it yet. Here is the best existing video I know of.
ua-cam.com/video/64SDRd6zkDY/v-deo.html
I'll do my own video eventually :)
@@CGDive cool!! thanks for the reply, thats definitely some help :)
Really well done 🤙🏾 Just want I needed, new sub just from this video.
amazing video my man! thanks, subscribed!
Super tutorial! Thank you very much for taking your time and sharing your cear explanation in detail!
Do we still need a separate game rig from the control rig before we use the send to UE addon? Like maybe duplicate the skeleton, name it control rig, add the constraints to the game rig, use the mixamo addon to make the control rig the control rig so on and so forth, or will the mixamo control rig provide animations without the need for a separate game rig in UE?
The mixamo addon keeps the deform bones in a good hierarchy so you don't need a separate control and game rigs. Just export with send to ue and it should work. I'm not at the PC but I'm 99% sure in this. Give it a try! :)
4:20 - I did everythink like in the video but the controls circles and boxes around the body are not showing up :(
There are too many variables like Blender version, addon version, etc.
Try discussing on our Discord server
discord.gg/YFH5HUv
Hello, first time and having trouble merging two animations. So I've applied two animations and did the push down to the NLA, moved the second to the end like you did, and blended, but they only seem to only work separately and only when their stars are selected in the NLA. Any advice would be much appreciated.
Impossibe to even make a suggestion since you didn't specify what goes wrong :)
@@CGDive
Yeah. . . by the time I learn how to properly ask this question I'll likely understand how to fix the problem myself, LOL. Cheers.
Nice, this seems like the easiest method, and you explained it well, thankyou!
It'd be cool if someone modified the addon to include rigify-like bone facial controls. I find that really handy for sculpting rigged characters without worrying about fixing morph maps. Can be good for iterative design workflows.
I agree, face bones would be great!
Yeah, a face would be nice. I guess it can be attached with some effort. Or try suggesting a feature if possible.
I would use the bound of the vertices weighted to the head to get a wide aproximation of where the jaw and main face landmarks could be. With some assumptions, one could look for hemisphere placed on the front and get a good placement for the eyes, then eyebrows, nose and forehead would follow. It would not be perfect but would give a good start.
Some day, I should kidnap myself and make me do it :D
@@BallsAndNinjas Oh hey there. I love the addons you make. I'll definitely make a video about your Mixamo addon, looks awesome.
ua-cam.com/video/bMFb2qlEuTU/v-deo.html
@@CGDive Hi, that would be wonderful! Let me know if you need help with anything: there is no documentation yet :|
The best blender tutorial channel for rigging/animation. Thank you again man
Hope you discuss the animation layers addon, wish that one was build into blender by default
I'll try to cover it. I think it mostly automates nla stuff, doesn't it? But I know that a lot of credible people swear by it.
@@CGDive Yeah i tested out an early free version and was awesome. I guess for actual animators and people used to Maya its true gift. It makes work so much more easy. The manual method is jsut to much clicking like lots of stuff in Blender is.
Struggled with this for years; amazing tutorial! Thank you
Thank you for showing the things that can go wrong and how to avoid them - very helpful!
Thank you very much, a very thorough and comprehensive explanation.
Is there a way to unite auto-rig facial rig and Maximo's existing rig?
thank you
If you have Auto-Rig Pro I'd recommend you use the Remap features instead of the Mixamo addon. It has presets for Mixamo animations so you can retarget them easily and you can have a face rig. I'll release a video about Auto-Rig Pro Retargeting later this week :)
@@CGDive Thanks for the quick response,
Looking forward to the video
:)
Wonderful, I want to try that too! Thank you, greetings.
Super tutorial! Thank you very much , Why when I upload the character in Mixamo and then rig it, the character's face is deformed ?
Probably the face is large so part of it gets weighted to the body bones.
@@CGDive Thank you for your answer, you are right that the character's face is big, but the character is from Mixamo collection. Is there a way to fix this problem?
@@hamedtorabi7837 so you are re- rigging it. There may be a way to reuse the original weights but it's a bit complex to explain here. You can always use manual weightsm paint. I have videos about that, check out the playlists on the channel.
Great tutorial! But wen i hit create rig control the mesh gets deformed, how i solve that please!
Did you press Zero Out rig before generating the rig?
Ok, so if I have a custom model, which can't be auto-rigged by Mixamo, I can use a rig from Mixamo, wheight paint it in my custom model, then download new animations and transfer them to the rig, right?
I guess so. I am not sure what your goal is TBH
Seamless explanation :)
Man, your videos are so packed with good info and with no time wasted, thanks a lot!
Do you have any tutorial on how one could export these "edited" animations with the mesh and the base original mixamo rig? I mean, to use in Unity and stuff. I'll try just selecting them and exporting the .fbx later, I suppose if I export only the deform bones with the mesh that could work?
I am not sure if I covered that in a video. If you want to export a mixed animation, you should bake the result first using "Bake action" (you can press f3 and search for "bake action")
My control Rig button isn't making a nice rig set up in Blender 3.4. I get box geo over the bones. Is this a glitch or am I missing something?
It could be that the add-on is still not compatible with 3.4. It has happened before and it will probably be fixed soon. Keep an eye out for a new version.
I will try this for heavy usage :) Thank you for another amazing video!
Ive found many very useful videos about retargeting as well, also different methods being used. Let me know if you want to see those. 2 of them use copy constraints so you can animate on top of the retarget rig and correct animation flaws
Absolutely share them!
@@CGDive Shall i send them in a twitter message? I got couple youtube links and some repos with code. Couple are very similar but implemented differently, Ill try to make overview of that tomorrow then
@@RomboutVersluijs Yes, please send them on twitter or wherever is comfortable for you. Thanks!
Which category did you click on at 15:13-15:14? I can't see or understand what you said. Awesome video! Very good content. Thank you.
NLA (non-liniar animation) :)
@@CGDive I think it's really awesome of you to answer questions in the comments section. I'm sure it appreciated by everyone as much as i appreciate it. I love your website. I plan to go through the tutorials. Thank you!
@@michaelwaxter9622 Sure, I try to. As the channel grows it becomes more and more challenging tho :)
superb tut, bow to thee, master divine, sorry, dive. unfortunately for me, somewhere at 13:00, rig stopped working for me. python raised an error. oh well, back to the basics. thx for sharing, have fun, aum
edit: using blender 3.1.2
I just tried 3.1.2. Works for me. Are you using the latest version of the addon?
Great - would watch again ;) Thx!
Glad you enjoyed it!
Having some issues blending mixamo animations in which the character moves or walks. When I try to blend them it bounces the character back to the second clip's origin point briefly if I try to blend them using the shift tab on the npanel in the nonlinear animation window. If I don't blend them, the character stays in the right spot but the transition between clips is abrupt.
hmmm... the bounce should happen whether you blend or not because of the world space transform of each animation. What you describe is peculiar. Can you share a file?
@@CGDive I can do that; I'll post a link. It's entirely possible I'm doing something wrong; I've been using Blender for less than a year and am a "figure stuff out" type of guy. Tutorials like yours are my primary source of knowledge!
@@robbetz Cool, let me know when you can share the link,
thank you so much for this video buddy!
So this probably does not work with Arigify, right? Since it relies on the Maximo rig? Does Maximo have the same problems with bone bloat and bendy bones as the Rigify meta-rigs that you covered in your other videos?
I think we need a standardized connection across these platforms soon to make all of them really 100% viable. They all seem to have one glaring hole in them that makes them a bit hard to devote anyone's valuable indie dev time to.
I think I'm gonna use Maximo for Humans, and Arigify for aliens/robots in my projects. But I'm looking forward to your answers to the above questions because I need all the optimization I can muster for the game I'm making.
Hi. Arigify works only with Rigify.
However, the Mixamo control rig does not alter the underlying simple armature so it's easy to export. (just export FBX with Deform bones only settings). I covered it in the second Mixamo video
ua-cam.com/video/HeFPO7CfKoM/v-deo.html
We actually made an addon that may be better than Arigify (I may be biased tho haha). Here is the info:
ua-cam.com/video/iZBx1I7vmQ0/v-deo.html
It works with Rigify but also with almost any rig. So this may be the standardized connection you're looking for. It doesn't yet cover Mannequin/Humanoid standards bvut I'm working on the workflows now and then we'll automate them as much as possible.
So helpful thank you!
Best tutorial ever!
Haha, thanks!
be aware that many mixamo models will give errors when trying to re-auto-rig in mixamo, as many where not done with mixamo auto-rigger originally. the closer to 'naked' human shape, the more success with auto-rigger.
You are the amazing love you a lot from pakistan
would luv for people doing human animations to pick 1 skeleton and everyone uses it , this would save so many hours for everyone why do we need some many different rigs
Yeah, I get it. Rigify is the closest to that but not quite :)
please also make a tutorial of giving face expression using motion capture or video
Yeah it's planned 👍
Thank you. I could not find solution for combine two animation in easy way ( I mean if we have two animations when I combine it the second animation return to start point which cannot link it with the first animation). I found many tutorials but all long steps to link or combine two animation compare to Maya which only in one click. I hope to find solution to this or is there add on for this problem ???
I'll have a video about that soon. I am afraid there is no "one click" solution but it isn't awfully difficult either.
OK, thank you in advance. I hope to see this
is there any definite structure or process is there to upload character in mixamo from other sources like cc3,. etc because I am failing always to upload a character.it says "unable to map your skeleton"
First, sorry for the late reply. For some reason I didn't get a notification for your comments (damn you YT).
To your question: I don't think so. I have limited experience with cc3 but I know it creates a very complex rig and I would be surprised if Mixamo can make sense of it. I will make a note to explore this tho.
It was so helpful, thank you!
Hi There, great tutorial man! Man Mixamo is a powerful tool indeed! I do have a question though, hoping you could answer, if I wanted add more animation to an exiting Mixamo rig in blender, would I have to re-upload the original fbx file and set the articulation point again just to be sure that animation transfer would be ok and stable?
I covered this in the second video
ua-cam.com/video/HeFPO7CfKoM/v-deo.html
Basically if you export the already rigged character and drop it in Mixamo, you won't have to rig it again.
i have a model with weapon (axe) is there a way to use mixamo animation for that? i cant find a tutorial ((( i know that mixamo has such animations but i don't understand how to apply them to my model. could you please help?
Watch part 2: ua-cam.com/video/HeFPO7CfKoM/v-deo.html
I show how to edit the rig and weights. You can just weigh the axe to the arm or add a bone for the weapon if you want more control. Mixamo won't know what to do with the new bone so you may need to edit the weapon in the final animation.
@@CGDive thank you soooo much! )
Hey. LIttle help? Blender 2.93 , no matter what im doing ,after FBX import when im trying to press "Create Control RIG" , all the time hands are Disjointed. I did not any changes with import settings.
Did you rig the characters yourself or downloaded one of the existing ones?
@@CGDive existings ones.
Just checking but did you watch the first 10 minutes of the video without skipping ahead?
You need an addon for blender in order for this to work.
Also, my models color wasnt imported, not sure how t oslve that ?
What about characters it may have been downloaded from something like 3d render hub, but rigs are just all crazy?
What about such characters? 😊
You can't use them directly with mixamo, most likely. You can re-rig then in mixamo. Or you could use retargeting techniques...
Thanks !
Well explained
Thanks a lot...exactly what I needed
Thanks for the tutorial.