How To Use Mixamo Animations In Blender Rigify Rig

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hi everyone welcome to my channel in the previous tutorial we learned how to retarget animations using the Rococo plugin in blender in this tutorial we'll learn how to retarget animations to ridgify using the Rococo plugin rigify is an add-on that comes with blender for character rigging we don't need to install it we will just enable the add-on go to the edit menu preferences and click on the add-on tab search for the ridgify enable the add-on now let's create the character rig using the ridgify add-on I will share the download link for the character model in the video description press shift a and scroll down to the Armature section here we can see ready armatures that come with the ridgify add-on I will choose the basic human meta rig that's a simple rig that does not include a finger and face rig I made a tutorial about human meta rig including finger and face rigging if you want you can watch this tutorial before going on click on the Armature properties Tab and open up the viewport display panel enable the in front option so we can see the Armature through the model numpad 1 to switch to front view s key to scale up the Armature to fit and match the character press Ctrl a and apply the scaling transform press Tab Key to switch to edit mode select the breastbones and delete them we have a male character we don't need them now let's match the bones so that match the character joints enable the X symmetry option so we can work symmetrically on the x-axis select the arm and hand bones hit the r key to rotate and the G key to place hit the S key then Z key and enter 0 to align the joints with each other activate the move tool and place the bone joint so that match armpit elbow and wrist joints press n key to open the right panel on the item tab set the bone roll value to 90 degrees for each bone select the leg and foot bones move the bones toward the center of the legs select the root of the thigh bone and move down a little bit move inside slightly select the knee joint and move inside a little bit select the hip bones and move down a little bit press numpad 3 to switch to the side view hit the a key to select all bones move the bones toward the center of the character select the ankle joint and place it at the proper Point select the toe bone and place it at the proper point select the heel bone and place it at the proper Point select the root of the head bone and move down a little bit place the neck bones so that will be equal [Music] press numpad 7 to switch to the Top View Place the arm joints at the proper points [Music] alright it's time to generate the rig Tab Key to switch to object mode in the object data properties tab go to the ridgify panel and click on the generate rig button this is the rig that we can control and animate the character but we need to bind the character to the control rig press Ctrl I to select the whole character except the rig hold down the shift key and select the rig the rig has to be the last selection press Ctrl p and set parent the rig to the character with automatic weights hide the meta rig in the viewport Let's test the control rig select the control rig and switch to pose mode select the left hand ik bone G key to move around that's it the whole rig works properly now it's time to retarget any mixamo animation to this rig we will use the Rococo plugin for the retargeting process in the first video we learned how to install the Rococo add-on also we learned how to import mixamo animation into blender in this video I won't talk about it again please watch the previous tutorial at the top right import the mixamo animation and install the Rococo plugin switch to the object mode go to the file menu import and import the mixamo dancing animation in fbx format [Music] move the Armature to the left side play the animation this will be the source Armature we're going to transfer the source animation data to the rig we have just created to do that we will use the forward kinematics of the ridgify rig so let's disable the inverse kinematics before going on select the rig and switch to pose mode select the left hand ik bone and Slide the ikfk switch all the way up to one now we can only control the left arm by forward kinematics in the same way let's disable the right arm ik disable the left leg ik disable the right leg ik [Music] we can also hide the ik and tweak layers in the viewport to simplify the rig alright it's time to retarget click on the Rococo tab open up the retargeting panel choose the animated Armature as the source Armature choose the rig we have just created as the target click on the build bone list button so it will make the bone list from the animation and match the source and Target bones automatically but some of them don't correspond correctly so we need to make some matches manually switch to object mode select the source Armature and S key to scale up to compare to the Target rig in order to see the bone names switch to pose mode and select any bone we can display the bone name we select at the top left go to the edit menu and disable the lock object modes option so we can select both of them at the same time in pose mode as you can see the source hip bone matches the target torso bone that's exactly the correct match because both of them allow us to move the whole character The Source spine bone corresponds with the target deformation spine bone deformation bones are controlled by the control bones they cannot move on themselves so we cannot use them as the target bones let's delete the deformation bone we have four FK spine bones in the ridgify rig we have only three spine bones in the source Armature so we will skip the first spine FK bone we will match the other three spine bones with each other but if we match the First Source spine bone with the spine fk001 it causes a problem after retargeting process because it controls the lower body on the other hand the source spine bone controls the upper body so we won't match it with any bones in the Target we'll leave it blank and ignore it spine one corresponds with the spine fk002 correctly spine 2 corresponds with the spine fk003 correctly the right up leg matches the right thigh FK bone the right leg corresponds with the right shin FK bone you can check them all if they match correctly all bones match correctly here only the source finger bones don't correspond with any bones because we don't have finger bones in the Target rig it's okay we just won't be able to retarget the finger animations check the auto scale option if the source and Target rigs have different sizes we can also resize them manually it's very important that the source and Target characters are in the same pose for correct retargeting switch to the object mode and select the source Armature and switch to the rest position as you can see both of them are in the same position before the retargeting process also we can move the source Armature so that overlaps the target rig so the target rig will stay at its current position all right we are ready for retargeting click on the retarget animation button let's play the animation there we go [Music] we can hide the armatures in the outliner thanks for watching see you in the next tutorial foreign
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Channel: MK Graphics
Views: 41,189
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Keywords: mk graphics, blender tutorials, retargeting to rigify, blender rigify, how to retarget to rigify rig, mixamo to rigify, how to use mixamo animation in Blender rigify, Blender rigify addon, mocap blender, blender rigify retargeting, blender mixamo to rigify, blender rokoko plugin
Id: _qHfUAniTM0
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Length: 10min 1sec (601 seconds)
Published: Thu May 11 2023
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