How To Import Any Character From Mixamo to Unreal Engine 5 Tutorial

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hello in this video I'm going to show you how you can use any 3D model to create a character with maximum and Unreal Engine to get started you're going to want to find a model that you can use so I've just gone over to sketchfab and I've looked for our Kratos model and I'm just going to use this Kratos model from fortnite you can use a model you've made or you can just find a model online I just recommend sketchpad because they have a library of thousands of 3D models so once you've found the 3D model you want to have just download it then head over to maximo.com you'll probably need to log in and then you just want to go to upload character select character file you'll need to find where your model is downloaded and just upload it quick note I think mixmo only works with fbx and obj models so make sure your model is that file format okay once it's finished downloading it should take you to a page like this and now we're going to use the auto rigging tool to basically rig our model so just place um these bones where it says so I'm just going to place this where my character's chin is and I'll do the same for his wrist elbows knees and groin then I'm just going to click next and it should rig my character okay so my character has finished rigging I'm just going to click next the first thing we want to do is just download a copy of the rig model we're going to need this when we set up our character in Unreal Engine next so we can move around and play around with our character we're going to need a couple of animations for them so we're going to need an idol animation so here in the search if we just look for idle and find an idle animation for your character also one more thing when downloading the animations just change it so it is without skin we will need a walking animation for the walking animation just make sure to check this in place box this will just make it so the character stays in place when they're doing this animation if we don't have this checked then the character will kind of move when they're doing the animation and we don't want this so once you've done that just click download then we want a running animation and again with the Running Animation we want this to be in place as well then we also want a couple of jumping animations so you have to be jumping up animation so this one we want a jumping um Dan animation I want the character lands on the ground and then we want a full link animation for when our character is in between their jumping state so something like this is good if we hop back into on our engine I am in a product with a third person template and we're basically now going to just use the character that we got from mixima and replace them with the default third person character so in my content folder I'm just going to create a new folder and just call this Kratos and then I'm just going to right click and create another folder in here and just call this model and I'm just going to go to my downloaded folder and I want to just import the rigged create this model into this order and I'll just click import I've also gone ahead and imported my model's textures and I'm just going to create materials for all of them if I just go to my creative skeletal mesh and go over to asset details here I can basically specify the material that I wanted to use so I'm just going to change this to be the um material textures that I just made okay now that we've done that we can import the animations for our character so I'm just going to create a new folder and call this animations head inside here then if I just go to my downloads folder I will select all of these animations and just drag them into this folder when importing these animations for the scanting just select the creative skeleton that we just imported then we can click import all and it should import all of those animation to our character okay so now we've imported the animations we need to set up an animation blueprint and an animation blend space this will basically control what animation our character is doing so to create an animated blend space if we just right click go animation then we're going to go to Legacy and select blend space 1D select the crater skeleton and call this the Kratos movement plant space wanting then if we head inside here we want to find the idle animation and just place it where it says zero then we're going to find The Walking animation and just place there somewhere around here and we want to find the Running Animation and place this all the way at the top here whereas it's 100 and if I just press the control button on my mouse we can preview at what speed our character is going to play their different animation so when they're at a speed of 100 they'll be running on their speed of like 30 they'll be walking and if they are a speed of zero they'll be standing still we can save this close this then we're now ready to set up our animation blueprint if we just right click go animation select animation blueprint and I'm just going to set my creative skeleton go create and I'm just going to call this my Kratos animation blueprint if I head inside here we just want to right click and look for State machine inside of this state machine we basically control the animations that our character is going to do just connect from State machine to Output pose and we just want to head inside here and the first thing we want to do is drag in our Kratos movement blend space 1D and connect from entry into here to stop clicking here and we're going to see this value if I just right click on it I'm going to go promote the variable and I'm just going to call this speed so as I showed you earlier depending on our character speed will depend on the animation that they do I'm just going to go back to my new state machine and we are going to drag in the jumping up the full link idle and the jumping down so we're going to make it to our character can transition between these different gemming animations if we just drag off from the greatest reason blend space 1D to the jumping up from the jumping up to the Fallen idle from the Fallen idle to the jumping down and from the jumping down to the pressure's movement plant space 1D so these um little hours basically represent what animation my character is going to be in so initially our character is going to go to their cradles movement plan space 1D but if a certain condition is met we're going to allow them to enter their jumping up animation so for that condition if we just double click and head inside here we just want to right click on this and go permit to variable and call it is falling question mark and if our character is falling we'll allow them to enter their German cup animation then if we head inside here after our jumping cup animation has finished playing we'll allow them to transition to their fallen animation so for this condition we just want to right click and look for time remaining Champion Gap when the time remaining of this animation is less than 0.1 so when our animation has less than 0.1 um seconds will transition back to or transition to our falling idle animation when our character is no longer falling we'll allow them to transition to the jumping down animation so I head inside here for this condition I'm going to drag in is falling get it track of here and look for not to put in to my character is not falling will allow them to enter this jumping down animation and to enter back to our normal Craigslist movement plan space 1D we are gonna wait for our jumping down animation to be over so if I just right click and look for time remaining and I want this one time remaining jumping down when the value of this is less than 0.1 will allow our character to enter their own normal movement so to just showcase what I mean if I just go compile right now we can see our character is in their Kratos movement blend space 1D if I um just select this it's falling variable scroll down and just check it our character does their generic up animation then they're in their falling idle animation when a character stops when our character is no longer falling they'll enter the jumping down animation and after this is finished playing they'll go back to that creatures movement plan space One D this will happen quite quickly so if I just uncheck this they enter that animation then that animation nice the final thing we need to do is just go over to the event graph so that our animation blueprint knows our speed and when we're falling so if we just go over to the event graph we want to track off try Gap form owner and we're going to look for get velocity from here we just want to drag off for Vector length and we just want to drag in our speed and set it this little equation will basically tell us the speed that our character is going to get and we just want to connect from event blueprint update animation to here so every second our animation equipment is updating it'll basically fire this next to determine whether our character is falling we can just drag off this try get Pawn owner and look for get and I forget movement component this node will basically tell us all about the movement of our character and from here we can just drag off and look for is falling and this will let us know if our character is falling I'm just going to drag in my it's Fallen gravel set it and connect it into here and from here to here and if I just go compile we have now set up the animation blueprint for our character if I just close this and I go back to my um and now if we just go to the third person folder blueprints enter the third person character go over to the viewport to replace this third person character with the character that we imported from Maxima just select them then for the schedule mesh select the Creator skeletal mesh we can adjust its size by going to scale and just playing around with its value just make sure to click this anchor icon so it basically scales everything evenly if you want to adjust its size so I'm just making it fit in this capsule we can also adjust the capsule size by playing with the capsule half height and the capsule radius so just make sure your character fits in this capsule nicely as this will be their um Collision I'm just going to move them down then if you select the mesh again then we're going to go to animation and make sure this is set to use animation blueprint then select the Kratos or whatever you called your animation blueprint and our character will now use that animation blueprint we can go compile close this and go play and now we're using this character if I move my character does their walking animation if I press spacebar they'll do the jumping animation so with that we basically imported the character from Pixma into Android engine there are just a couple more pictures I want to do you may notice from my character transition from their walking to idle animation it looks a bit jittery to polish that up it will just go over to the creators folder animation enter the Lutheran plant space 1D we want to go to asset details and look for enter and we want this one sample smoothing um weight speed you may need to play around with this value but if I make this a five fill in my character transitions between that vital and movement animation it should be a bit smoother so as you notice there it was a bit smoother but you may need to play around with that value to get um someone that works nicely for you so that's how to import any character from bits to move into over engine I just thought I'd update this tutorial because I did it for online Engine 4 or the Unreal Engine 5 has come out it's basically the same but I thought I just update it if you enjoyed like And subscribe and I'll see you guys next time bye
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Channel: Unreal University
Views: 19,367
Rating: undefined out of 5
Keywords: unreal engine, Mixamo, ue5, mixamo to unreal engine 5, mixamo tutorial, game development, unreal engine tutorial, imprt character, character unreal engine, uisco, unreal engine 5 tutorial
Id: N7n6_-ICRvE
Channel Id: undefined
Length: 13min 40sec (820 seconds)
Published: Wed Aug 09 2023
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