Mixamo or Rigify? You can have both!

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hi this time i'm going to show how we can generate redefine emission controls on mixamo characters blender comes with a nice rig generator called rigify it creates a full animation setup starting from a simpler armature called metarig i use it in combination with xbikit my addon that converts rigs from one type to another the fbx file format is used to exchange characters between softwares but imported characters lack animation widgets at adobe they have released their add-on that builds controls for mixamo rigs it's very cool and i recommend checking it but if you like rigidify better or want to have more options the xp kit is still very powerful so here's my workflow in the fbx import dialog we disable the animations and enable the three armature checkboxes automatic bone orient ensures that the bones will follow the blender direction make some more characters can also require force connect or their fingers might end up disconnected last we enable ignore leaf bones because we don't have them in rigify another important requirement is that the armature and objects are at rest so we select everything and apply the transforms here comes the trick we select the armature right click in pulse mode and pick extract metallic from the menu we specify our current type in the properties in this case mixamo and the metallic is added to the scene now we can select the meta rig and use the generate button as in regify usual workflow we are given widgets and now we can proceed to pose and animate our character if we have downloaded animations and import the fbx we can attach our controls to the animated armature to do that we select our rigify armature then the animated one right click the viewport and select constrain to active armature our source type is rigifi control psyche because we are using immerse kinematic and as a target we have a mixamo skeleton now our controls follow the animated armature and our character will move accordingly this is not a rigid file animation yet our contours are using constraints and depend from the fbx armature we have to bake that is store the motion to a new animation first we change the playback of the scene to match the frame range of the active action right click action range to scene then we select the rigidify armature and the interested controls with select constrained controls now we can use the blender operator for baking from the post menu we choose animation make action and in a pop-up we make sure to select visual keying and clear constraint a new action has been added to the scene we can use that on our riggify character and delete the other armature that's not everything we can import a full animation package and make multiple animations at once i'm going to show how to do that in my next videos so stay tuned see you around you
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Channel: BallsAndNinjas
Views: 24,382
Rating: undefined out of 5
Keywords: blender, animation, 3d, library, character, addon, free, controls, armature, mixamo to rigify, motion, retarget
Id: bMFb2qlEuTU
Channel Id: undefined
Length: 4min 21sec (261 seconds)
Published: Mon Aug 23 2021
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