Fix Mixamo Root Motion Animations in Unreal Engine | UE4

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[Music] this is my current character workflow for games in Unreal Engine so we'll first select the third person template for this I'll be keeping all the settings to default select the location for your project as well as a name [Music] foreign [Music] I will move all the starter content to this third person asset folder [Music] now we'll head to Maxima to get all our animations [Music] foreign you can adjust the parameters for the animation I'll be keeping it to default download the first animation with scan and keep the keyframe reduction to uniform for the rest of the animations of the character select without skin [Music] foreign [Music] s together in a location [Music] in Unreal Engine create an asset folder here you can create a folder for your character in my case it's the Y board I'll also be making animation and material folders so that everything is clean [Music] so we'll import the animation with skin and click on import animation so we only want to take a look at the skeleton so if you open the skeleton you will see that in the hierarchy the first bone is the hips and there is no root bone for the skeleton none of the animations on mixmo have a root bone which can create issues in Unreal Engine for uh game workflows import the root motion animation in your project and you will see the issue that arises if you go in the asset details and select enable root motion you will see that the character will be floating in the air [Music] so we'll first need to fix the animation and to do that we'll have to modify the skeleton of all the animations to include a root bone next now I'll just delete all these animations because we can't use them as they are go to GitHub and download Maximo converter I have included the link in the description as you see this is a blender plugin that converts miximo animations to work in Unreal Engine with a root motion by adding a root bone to the skeleton so once you download the file do not unzip it in blender will go to our preferences go to install and select the downloaded zip file install add-on I won't I already have this add-on so I won't be installing it again [Music] now we'll be able to see this add-on in the community tab if you search for miximo you will see a Maximo converter you can find this add-on in the right UI panel under the Maximo tab if you have older versions of blender you'll have to check out another 4 of this tool to get the correct compatible version create a separate folder for all your converted animations you can create it in the same location as the animations [Music] foreign you can see all the settings that you have for this add-on you can test out these settings if you want or you can just follow along with my settings if your animation has heavy uh hip motion like rolling don't enable transfer rotation but in all for the rest of the animations just enable this option for the hip name we'll put the name of your hip bone which in our case is hips [Music] if you are using the Unreal Engine mannequin you can select the use Unreal Engine bone names option over here but uh as we are using the miximo character we won't be selecting that select remove name places apply rotation for the input path we will be selecting the folder that contains all our animations and for the output path we'll select the converted folder [Music] patch convert this can take a little while soft it's completed you will see in your converted folder you will have all your animations we'll first import the animation that has skin this time take the import animation as well and click import [Music] now move everything in their respective folders so that the project stays clean fix up redirectors foreign structure you will see that there's a root bone at the top of the hierarchy and you'll see that it's at the base of your character [Music] you can compare it with the Unreal Engine mannequin which also has a root bone foreign the rest of the animations in your project disable import mesh because these animations have no skin and in the skeleton select the skeleton for your character in my case it's the breathing idle skeleton from the first animation now we have all our animations in the project and if you check out the skeleton structure they all have a root bone now if you check the sliding animation or any other root motion animation you have you will see that because of the root bone it now works perfectly as it should go in the asset details and enable the root motion for this as you see it works foreign
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Channel: Open Reality
Views: 8,864
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Length: 9min 13sec (553 seconds)
Published: Wed Feb 01 2023
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