How To Import Any Character From Mixamo to Unreal Engine 4 Tutorial

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hello in this video i'm going to be going over how to add any character to unreal engine using miximo so i'm on the miximo website and we just search for browse characters and as we can see in the characters they have loads to run characters which you can select from so whole range and i'm just going to select mine as muted but we can also add our own custom characters if we had our own models or found them so i use websites like sketchfab and i found a spiderman model and sometimes you can download them and we can like add them to mixmo and then add them to unreal engine so what you'll want to do is upload your character and as long as it's an fbx or obj model you can upload it to miximo and rig it and give them some animations so just wait for it to load and as you can see he's now in the auto rigger so next if we just put the chin icons where his chin is and we'll just do the same with his wrist his hours and his knees and this will just let the machine know where to place its bones in the model so i'll just add it to his knees and then to his and we can select no fingers so if our model had no fingers but he has five fingers so we're just gonna select standard skeleton and click next and wait for it to rig and once it's all rigged and processed he'll be animated so now we're just going to add some animations to him so if we click next it will now be of our custom character so the first thing we will do is download his skeleton as we're going to need to reference this in our engine so just click download and we'll get this going done so now we're going to find some animations for him so if you just go to the animation section and we search for idle we'll see there are loads of different animations like mixer is great because it has so many different free animations which you can use for 3d characters so we can also adjust his overdrive or arm space i'm going to select this idle animation for my character and just download it you can select any so we'll just wait for the download and once you've got that the next thing we'll do is search for walk animation any walk animations find we just need to make sure that we can click the in place box so he walks in place and we'll download this as well and next we'll find his right animation so this one's fine and again we'll just click the in place button so that we can have this working and just click download so next we're gonna find his jumping animation so while he's jumping up and he's whilst he's in there so he sets the jump up sorry jump and we can find his jumping up animation and we just click download and on the next page you'll find this full a loop animation and we'll need this this will be his animation while he's just falling through there and then finally we're just going to find his jump down animation so he says we're jumping down and we this animation i normally use so you just jump down and click download and now we'll have all our characters animations so next we're just gonna import these one to unright engine so first in the content i'm gonna create a new folder and this will be spiderman this is where i'm gonna store all of his animations so if we just first drag on his skellington which is the first thing we downloaded and just import this and import and now his skeleton will be in unreal engine so next we're going to add all his animations and reference the skeleton so we just select them all and then we'll drag it in and we are going to uncheck the import whoops the import mesh button and skellington will just select the spiderman skeleton and we'll import all his animations okay and the final thing if you have to add any textures i'll just drag them in and then right click and create material okay so i'm just going to expand on ranger and if we find click on his skeletal mesh asset so just in here and then you want to just select the texture which we just created so how character has this texture so just save this and we'll close this so next we'll right click and create animation and find blend space 1d and select the skeleton of your character so i'll just call this i don't underscore run and if we just go inside it sorry my model is really uh small maybe a bit hard to see so if we go to idle and just drag this at the zero value so when he's not moving he's just going to be in his idol animation hopefully you can see that and then next we're going to add walking so he can move from his idol to his walking stage and we drag the screen button we can see that he can move from idle to his walking and finally we'll just add his running at the end and we can see he moves from idle to walking to his running animation okay so once we have that we will just save and close this so the next uh step is to create his animation blueprint so if we right click go animation and find animation blueprint and as it's connecting we're just gonna select this games and we first made and i'm just gonna name the spider-man and bb hopefully just go inside and right-click and find state machine so we'll just plug this in so he does these animations inside the state machine so first we will just grab the idle unscore run which we just created and plug this in and if we go inside here we'll create a new variable and we'll just change this to a float and name this speed and we'll just set up parkinson and come apart and now our character will be able to walk and run around yes he has those animations so next we're going to add his whole jumping so you can jump up and land in the air and like float through there so if you drag the jump up from idle to run so if we go in here and create a new variable here's an error and we'll make this a billion oops we just need to plug this in first so it gets in there and then practicing so when we're in there we're going to start to be able to jump up and see if we get the full a loop so we just plug this in once it's jumped up if we go inside here so what we're gonna do next is if we just search for our jump up time remaining ratio and if we just find it and just select it and just drag this and off this will get less than so float and then we'll just put 0.5 this will just allow us to adjust the transition from him moving from the jump up to his jumping forward loop and next we will just need to find his jump down animation and we'll just plug this in so that he can move from his 4-day loop to jumping down animation so i'm just going to move this plug it in and yep let's load it and inside here we'll get there isn't air variable um this is not boolean and we'll just plug this in and then we'll just plug this into the idle unscrew run and inside here we'll do a similar thing where we get the right click and get jumping down time remaining ratio i will get less than and again i'm just going to make this 0.5 and let's just allow the to adjust the transition between him landing and we just compile the hat now our character should have all these animations so we go into this event craft what i normally do is i just go into the mannequin and [Music] character and we go into his animations and if we go to the third person bp animations in his event graph if we go there and if we just copy all of this so ctrl c and go into your character we'll just delete this and we'll control v and paste it and we'll just replace the is in there with our setters in there so just plug this in and get from there is valid into our one and we can delete this and we'll just replace the speed with the speed repaired and then just plug that in and we'll plug the hidden end half speed and just compile so it all saves so the final step is just to add this and replace the third person character so if we go into him and go into the viewport and select the spider-man skeletal mesh and click this if you want to scan up i'm just gonna make him five okay so he's still a bit small so he's still there small so you'll just want to scale this character to the correct size so i'm just making 120 and then in his annum class we'll just select the animation blueprint we just created so i'm gonna select spiderman mmvp and just compile and now we have our character so we just click play we now just have our character which we just saw uh let's jump up a bit off so i'm just gonna adjust this so the way to make this bit more smooth is if we go into our animation vp and go into a new state machine here if we just adjust this value to a higher value it'll make it so it's a bit smoother obvious compile and play and now this bit smoother and this is how to add any character to another engine thanks for watching and i hope you enjoyed i'll see you next week bye
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Channel: Unreal University
Views: 111,907
Rating: undefined out of 5
Keywords: unreal engine mixamo, mixamo to unreal engine 4, how to use mixamo, mixamo animation, unreal engine 4 mixamo character, import mixamo character to unreal, unreal engine, mixamo, Uisco, tutorial, character, animation, import, importing, game development, ue4, ue4 tutorial, ue4 animation, how to import any character from mixamo to unreal engine 4
Id: WW7cXj_Cksw
Channel Id: undefined
Length: 11min 14sec (674 seconds)
Published: Thu Jun 25 2020
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