Retarget Mixamo Animations to MetaHuman | Unreal Engine 5 Tutorial

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Retarget Mixamo animation  to Metahuman in Unreal Engine 5 On the mixamo website, choose  the animation you like.   View it. If everything suits you, click download. Now it's important! Select With Skin from the skin menu. And from the keyframe  reduction menu, choose uniform.   Then click download. The file will download to your computer.  Download Unreal and click the content tab.  There, create a folder for the animation.  In this folder, transfer the file that  you downloaded from the Mixamo website.  In the import window, do not  change anything, click import all.  Check the animation by  clicking on the file with it. Now creating a file for retarget. Click the left mouse button   and select  animation / ik Rig from the menu and then  select the file you transferred from Mixamo.  Give the file a name that is clear to you.  Open the file. Let's set up the retarget. You need to assign root.  Right click on hips and select set  retarget root. This is the hip bone.  Next, select the spine bones and click on  new retarget chain from selected bones.  Next, select the neck bones and also click  on new retarget chain from selected bones.  Further, all actions are repeated. There is  no point in commenting. Just repeat after me.  You should have such a file. Save this file. Now we need to load the metahuman  model into Unreal. If you already   have it downloaded, then skip this step. From the window menu, click quixel bridge,   metahuman and select the character you like.  Download it and click add. The model  is exported to the unreal project. Set up rig for metahuman. Click the left mouse button,   in the menu that appears, select animation  / ik Rig and select the metahumen.  Right-click to assign the root of the hip bone. And then designate the bones in the same order and   with the same names as in the previous file. Only the number of bones may differ.  In general, repeat after me  and everything will work out.  I keep the previous file open and periodically  look into it to check the order and names.  When all the bones are assigned, save the file. Now let's create retarget.  Select the Mixamo file you created earlier.  Open it and click target ik rig asset. Select the file metahuman.  A metahuman model will appear on the right. Click edit pose and in the bone draw size   menu change the value from 8 to  2 to make it easier to work with.  You need to spread arms, as on the mannequin on  the left. The more precise you make the pose,   the more accurate the transfer  of the animation will be.  Turn off the edit pose mode and  double click on the animation file.  If everything worked out well,   then click on export selected animation. The animation file is ready. Thanks for watching!
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Channel: AI Cinematic
Views: 44,855
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Keywords: retarget mixamo to metahuman, mixamo metahuman, mixamo metahuman retarget, ue5 retarget animation mixamo, metahuman mixamo, retarget animation ue5, how to retarget animation in ue5, how to retarget animations ue5, mixamo unreal engine 5, retargeting mixamo unreal engine 5, mixamo to unreal engine 5, mixamo to ue5, metahuman mixamo animation, animating metahumans, mixamo animation, animating metahuman in unreal engine 5, ue5 mixamo retarget, mixamo, unreal engine 5 tutorial, ue5
Id: KBh3xDo74kQ
Channel Id: undefined
Length: 5min 39sec (339 seconds)
Published: Fri Aug 19 2022
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