some mixamo rigs use different names prefix . just use the naming tool to batch rename all bones to the standard " mixamorig: " prefix. and the auto snap will work when the names are correct.
MOST IMPORTANT THING he doesn't say: when he drags the body into the tranfser weight tag HE IS HOLDING DOWN SHIFT! that one thing took me an hour to figure out, as to why it didn't work!
Thank you for sharing this, but let me just say this works properly like 10% of the time. Extremely frustrating and unreliable, but appreciate the effort.
Before Adjust And Weight Transfer Make Sure -all joint or null axis are alligned and centered properly. - all joints are named correctly - weight mesh to bind pose (if mesh snaps out of position when setting bind pose, use ‘Current State to Object’, delete old mesh, NOW set bind pose, apply new Skin to Mesh) -if knees bend wrong direction and cannot be corrected by offsetting the knee while Adjusting, fix Leg joint axis in attribute Allign and rebind -if Re target or weight transfer does not have desired results it is most likely a bind or origin issue, make sure to give the namesake the correct Prefix in the Retarget Master - when renaming joints make use of Name Tool
this video seems incomplete.. I know we are able to turn the head and whatnot, but what they are not saying is that most controllers are blocked. Im having difficulties with this, trying to make key frames and making my character grab an object. Also Im really hoping my weightTags issue doesn't get reprogrammed like before. Were can I get help troubleshooting this or is there a video that further explains the next steps?
Could be that you are using Takes. Mixamo models are by default in a take called "mixamo.com." If an element has not been added to the active take it will be locked. You can either add the Character rig to the take or jump into the "Main" take which is the default setup that all other takes are overriding.
This is an absolutely amazing features, and I wouldn't be able to do the project I'm doing right now without it. However......... OMG IS IT BUGGY! I've spent literally Days trying to get some characters to work. Gawd help you if the axis point of a character isn't in the right place before you start. :.(
hey I just recently saw your video and i tried following with the video but whenever i try to do the last 2 steps where you retarget all and put the mesh into the weight transfer tab i cant seem to do that. whenever I select root controls everything turns grey in that panel like the retarget all button becomes grey i cant click it and the weight transfer tab doesn't seem to work either help me out please
if you haven't found solution, i had same problem. Mixamo automatically creates a take. Goto takes. select the mixamo.com take, go to file - current take to new document...
The mixamo rigs no longer outputs with the same named bones (ex: 'mixamorig:Hips' is now 'hip') which makes the autosnap feature of the Character Mixamo Rig broken. Any chance ya'll could update the Character rig?
I did all these steps, but after i got the rigging skeleton to show it was somehow like 200 meters away from my model in the viewport, and I had no way of moving it back properly.
How can I save the new animation so that I can paste it on a different character??? When I use just the main rig from mixamo I can use motion clips, but when I enable this new extra control rig the motion clips do not work on other mixamo rigs. PLEASE HELP
I had twist joints so couldn't create control rig for the mixamo rigs. so any way to transfer weights from twist joints ? ? Anyway, i ended up editing the animation with animation layer in motion clips.
1:37 When i click Animate, my controls are greyed out, unlike yours. also, after moving the knee joint forward, don't i have to move the ankle joint BACK, to compensate? thank you.
SOLVED: this was suggested by @Nhat Nguyen in a previous comment, so thank him if this helps you. solution at 5:50 ruclips.net/video/wiwXKGZ93oA/видео.html
@@DrewInMotion Hi, what i've notice is, if the bones don't have Mixamo in there name, Cinema 4D own't recognizeand own do adjustment. So what i did is, put Mixamo in front of every bone and then worked.
Filipe Patrocínio yes I can confirm that this works. I used the Naming Tool to automate changing the Prefix of the entire rig. It has to be “mixamorig:” or else it will not work. Some Mixamo characters downloaded either have a different prefix or no prefix at all, but by changing to “mixamorig:” everything works.
1- i was able to rig a T-Pose. now i want to add other animations. do i need to rig each imported mixamo animation or is there a way to have merged animations auto-rig to the T-Pose one? 2- STRETCHY LIMBS!!! how can i disable this?
1: I've been working on this with no success. I can tell you that making a motion clip for a setup shown here and trying to combine with other mixamo rigs seems very impossible. I even tried using a Character Build in Mixamo mode on the combined rig with timeline for multiple clips and that failed too.
It's really only t-pose figure from MIxamo then using the mixamo rigging info I pose individual 'joints'. But I am unable to make the rigging changes stick so I can export the fbx file with posed figure, it always undoes all my rigging work and I only get a T POSED figure exported...sigh
Hello. Is it possible to further export this in fbx? Because I have now two rigs (one from mixamo, one for the character controller) and it's not possible to export this.
Thanks a lot for this helpful point.. I face only one problem.. the changes i apply to the character controller, I can't see them after export to FBX in Unity engine..Any tips ?
I click "RetargetAll", drag the body to the Weight Transfer and click "Transfer Weights" , but, even so, the body keeps attached to the Mixamo rigs ! Why ?
Thanks for this tutorial, Jonas and Maxon! Everything goes smoothly for me until I hit retarget all, after which my character slightly changes its position. Do you know what might be the case and how to fix it? Thank you!
hi everyone..i have problem with rigging in this tutorial--when i used Ctrl+z in rigging every change missed up and doesnt work at all..can you help me?thanks
Great Tutorial by the way. Question.... This tutorial was perfect but i was wondering how i could attach an object to the character. I want to attach a shopping cart to a walking character. I used a constraint tag on the cart and attached them to both hands. That work great but now the shopping cart is moving with the character. Like up and down instead straight along the floor path. Any idea how i can make that work?
In R26 when you go from the "Adjust" Tab to the "Animate" Tab, C4D won't let me see the components anymore and forces me to see the controller (So I can't select the root anymore to drag and drop the mesh to retarget). Did you guys found any solution to this ?
@@ClydeHidershaj Nice. I was basically trying to use mixamo mocap clips while also adding the rig on top to alter animation. However, I find the rig to be really buggy in this workflow. I always have to reset the rig, especially when using it via XREF in another scene. I've tried rigging in master scene, animating in another scene via XREF. Also tried just using base TPose in setup file, going into scene, importing XREF, then adding Character rig to that. Both are all over the place. This all said to boil down to the ultimate problem of not being able to combine the new animation from the character rig with the old mocap data into a new motion clip. Shoot, I've even tried retarget tags on the mixamo::hips in the base model with the hips in the hidden Character hierarchy, both ways for good measure. Currently smashing head on table. I did find JS Rigging Tool V2.2 though, which is next.
Is there any method to rename all bones at once respecting the hierarchy? the mixamo bones are coming named "mixamorig6:" when changing from "mixamorig:" and this is causing problems when adjusting the new bones in the character
That tripped me up too, but when all the con+ objects show up, just click on the Master_con+ and you will see tabs in the attribute manager for Spine Retarget. Click there for RetargetAll and then go to the Weight Transfer to move the mixamo joints to it.
Is there a way to disable your c4d mixamo rig while framing blending your motion sources? I find if you add the rig in after it's fine. But if you add the rig before and then you create all motion sources it totally bugs out the rig.
@@LeighWilliamson i cant solve, when i "retarget all", the rigg move and i cant adjust. And then the character go deformer. tysm anyway!! have a good week
Hi nice video, do you know how to clone a mixamo character. When I try with the cloner the surface & the join of a character are not on the same position in the scene. Any hint?
Update: I finally got the character object to snap to the mixamo rig by taking it out of a null I had collected prior to this process. But now the character components don’t affect the mixamo rig... any help would be appreciated...
Man I was watching 30 minute tutorial beating about the bush all the time, and here straight to the point and clear!
what r u doing here max haha
MY BROOOOOOOOO NICE TO SEE YOU HERE!
some mixamo rigs use different names prefix . just use the naming tool to batch rename all bones to the standard " mixamorig: " prefix. and the auto snap will work when the names are correct.
a year later and you just solved a massive headache i was having, cheers!
Same for me too!
3 years later, still a life saver ! Thanks :)
You!!! You are the best
MOST IMPORTANT THING he doesn't say: when he drags the body into the tranfser weight tag HE IS HOLDING DOWN SHIFT! that one thing took me an hour to figure out, as to why it didn't work!
THANK YOU!
This is just freaking amazing.
This needs to be celibrated!!! C4D makes the most difficult tasks EASY!!! THANK YOU!!!!
I had noe idea... This will save a lot of time for artists
Only available in R21 (just for the record) ;)
Jonas and Noseman are the best! I love tutorials with them!
I needed to do exactly this just THIS WEEK. Perfect timing. This is great to fix odd mapping of Mixamo rigs too. Brilliant
Thank you for sharing this, but let me just say this works properly like 10% of the time. Extremely frustrating and unreliable, but appreciate the effort.
Wow. This is huge.
Before Adjust And Weight Transfer Make Sure
-all joint or null axis are alligned and centered properly.
- all joints are named correctly
- weight mesh to bind pose (if mesh snaps out of position when setting bind pose, use ‘Current State to Object’, delete old mesh, NOW set bind pose, apply new Skin to Mesh)
-if knees bend wrong direction and cannot be corrected by offsetting the knee while Adjusting, fix Leg joint axis in attribute Allign and rebind
-if Re target or weight transfer does not have desired results it is most likely a bind or origin issue, make sure to give the namesake the correct Prefix in the Retarget Master
- when renaming joints make use of Name Tool
This is gold! thank you maxodude!
this video seems incomplete.. I know we are able to turn the head and whatnot, but what they are not saying is that most controllers are blocked. Im having difficulties with this, trying to make key frames and making my character grab an object. Also Im really hoping my weightTags issue doesn't get reprogrammed like before. Were can I get help troubleshooting this or is there a video that further explains the next steps?
Did you ever find out more about this? I have exactly the same issue/question
@@nickmason8715 I think I fixed it but it got super glitch. It's basically trash, try another way
@@yoirreal how did you fixed it? my character goes back to t pose after hours of work ): and won't come back
When I follow those steps the "Reset Bind Pose" button is grey out ?
I am using R25. Do you have an idea why ?
i got the same issue, still dont know how to fix it
Could be that you are using Takes. Mixamo models are by default in a take called "mixamo.com." If an element has not been added to the active take it will be locked. You can either add the Character rig to the take or jump into the "Main" take which is the default setup that all other takes are overriding.
This is an absolutely amazing features, and I wouldn't be able to do the project I'm doing right now without it. However......... OMG IS IT BUGGY! I've spent literally Days trying to get some characters to work. Gawd help you if the axis point of a character isn't in the right place before you start. :.(
hey I just recently saw your video and i tried following with the video but whenever i try to do the last 2 steps where you retarget all and put the mesh into the weight transfer tab i cant seem to do that. whenever I select root controls everything turns grey in that panel like the retarget all button becomes grey i cant click it and the weight transfer tab doesn't seem to work either help me out please
Same here
Same
@@chillsoft same here
if you haven't found solution, i had same problem. Mixamo automatically creates a take. Goto takes. select the mixamo.com take, go to file - current take to new document...
@@mikevandernoordt4507 can u help me?
This is what I am looking for.. thank you so much!
I love the final pose
The mixamo rigs no longer outputs with the same named bones (ex: 'mixamorig:Hips' is now 'hip') which makes the autosnap feature of the Character Mixamo Rig broken. Any chance ya'll could update the Character rig?
This is absolutely necessary
Life Saver
Can you bake the adjusted animation back onto the mixamo skeleton, like in maya?
I did all these steps, but after i got the rigging skeleton to show it was somehow like 200 meters away from my model in the viewport, and I had no way of moving it back properly.
Any idea how to retarget to a mixamo rig in C4D 2024?
in 2024 C4D pressing Animate creates a bunch of sublayers on character and the further steps doesnt' work. What should I do?
wow, impressive speed and informative video!
Frickin amazing! Saved my day!
I followed the steps exactly. It does not work and it seems like a lot of things already changed. It would be great to add an update to this quicktip.
How can I save the new animation so that I can paste it on a different character???
When I use just the main rig from mixamo I can use motion clips, but when I enable this new extra control rig the motion clips do not work on other mixamo rigs. PLEASE HELP
rme too
Cool tricks! I love it!!!
Fantastic, thanks!
Thanks, awesome vid. you don't get enough attention for the amazing videos in my opinion
right!? He is one of my fav maxon instructors!
I had twist joints so couldn't create control rig for the mixamo rigs. so any way to transfer weights from twist joints ? ? Anyway, i ended up editing the animation with animation layer in motion clips.
1:37 When i click Animate, my controls are greyed out, unlike yours. also, after moving the knee joint forward, don't i have to move the ankle joint BACK, to compensate? thank you.
SOLVED: this was suggested by @Nhat Nguyen in a previous comment, so thank him if this helps you.
solution at 5:50 ruclips.net/video/wiwXKGZ93oA/видео.html
still stuck, how did you get yours to work?
@@visionaryfilms did you follow the instructions about the TAKE? it's at 5:50 ruclips.net/video/wiwXKGZ93oA/видео.html this makes all the difference.
I've downloaded a Mixamo Model (Akai) but it doesn't work when i choose Adjust it doesn't adjust to my model the rig.
Same here. Anyone have a solution to this?
@@DrewInMotion Hi, what i've notice is, if the bones don't have Mixamo in there name, Cinema 4D own't recognizeand own do adjustment. So what i did is, put Mixamo in front of every bone and then worked.
Filipe Patrocínio yes I can confirm that this works. I used the Naming Tool to automate changing the Prefix of the entire rig. It has to be “mixamorig:” or else it will not work. Some Mixamo characters downloaded either have a different prefix or no prefix at all, but by changing to “mixamorig:” everything works.
what if you used an existing rig that model came with? how to you assign the right character bit to the model?
Run it through Mixamo website with the autorig, download it back and voilà !
@@lionelvicidomini6051 but mixamo wont autorig all models like im trying to animate a biped pokemon but wont autorig
1- i was able to rig a T-Pose. now i want to add other animations. do i need to rig each imported mixamo animation or is there a way to have merged animations auto-rig to the T-Pose one?
2- STRETCHY LIMBS!!! how can i disable this?
1: I've been working on this with no success. I can tell you that making a motion clip for a setup shown here and trying to combine with other mixamo rigs seems very impossible. I even tried using a Character Build in Mixamo mode on the combined rig with timeline for multiple clips and that failed too.
thank you, amazing tip again! :)
amazing tutorial ,really great
It's really only t-pose figure from MIxamo then using the mixamo rigging info I pose individual 'joints'.
But I am unable to make the rigging changes stick so I can export the fbx file with posed figure, it always undoes all my rigging work and I only get a T POSED figure exported...sigh
Hello. Is it possible to further export this in fbx? Because I have now two rigs (one from mixamo, one for the character controller) and it's not possible to export this.
oh wait I just found it. For the people who are strugling on the same problem: right click on c4d character controller -> make editable)
Thanks a lot for this helpful point.. I face only one problem.. the changes i apply to the character controller, I can't see them after export to FBX in Unity engine..Any tips ?
This is crazy cool, thanks a lot
Great! How can I keep all the animation but only adjust the direction of head?
ty
Game changer!
I click "RetargetAll", drag the body to the Weight Transfer and click "Transfer Weights" , but, even so, the body keeps attached to the Mixamo rigs ! Why ?
I’ve been having some issues as well but I just figured out that you rig can’t be in a null maybe that helps
Very cool!
Great tip! Is there a way to export the adjusted animation to FBX and keep the bone structure + animation coordinates?
Thanks for this tutorial, Jonas and Maxon! Everything goes smoothly for me until I hit retarget all, after which my character slightly changes its position. Do you know what might be the case and how to fix it? Thank you!
did you found the solution
just one amazing tutorial
So great!! Thank you
wow ! perfect !!! thx !
hi everyone..i have problem with rigging in this tutorial--when i used Ctrl+z in rigging every change missed up and doesnt work at all..can you help me?thanks
Can auto lip sync be added to mixamo characters?
And if yes how?
Amazing
Do you know how can i combine many animations from mixamo and add this C4D charcter rig please ?
SOoooo Good!!! Thank you for sharing!!!
Great Tutorial by the way. Question.... This tutorial was perfect but i was wondering how i could attach an object to the character. I want to attach a shopping cart to a walking character. I used a constraint tag on the cart and attached them to both hands. That work great but now the shopping cart is moving with the character. Like up and down instead straight along the floor path. Any idea how i can make that work?
I think there is some axis options in the constraint tag.
Great job
can you also do this in R20
How can we scale the object ? When i scale the object its not scaling proper way . Please help me
thankew love from India ❤
my reset bind pose is greyed out, anyone know how to fix that?
Copy and paste the elements into a new scene. Worked for me.
In R26 when you go from the "Adjust" Tab to the "Animate" Tab, C4D won't let me see the components anymore and forces me to see the controller (So I can't select the root anymore to drag and drop the mesh to retarget).
Did you guys found any solution to this ?
select "Master_con+" you will see it
It wont allow me to transfer weight!! the weight transfer option is blocked somehow
same here man. found out the problem?
same here! any solution?
Love this!
Wow! It's ofensive fast and easy! Wow! Thanks!
Do i have to do this for every animation
How do you include objects with in the rig
What's the best way to export the edited mocap to ue4? Do I have to bake down the keyframes from the control rig on to the Mixamo rig before export?
That's exactly what I've been trying to sort, all the demos of this rig are just simply additive without any baking or real use case.
@@vectorstain I'll see if I can figure it out. I'll post or upload a video
@@ClydeHidershaj Nice. I was basically trying to use mixamo mocap clips while also adding the rig on top to alter animation. However, I find the rig to be really buggy in this workflow. I always have to reset the rig, especially when using it via XREF in another scene. I've tried rigging in master scene, animating in another scene via XREF. Also tried just using base TPose in setup file, going into scene, importing XREF, then adding Character rig to that. Both are all over the place. This all said to boil down to the ultimate problem of not being able to combine the new animation from the character rig with the old mocap data into a new motion clip. Shoot, I've even tried retarget tags on the mixamo::hips in the base model with the hips in the hidden Character hierarchy, both ways for good measure. Currently smashing head on table. I did find JS Rigging Tool V2.2 though, which is next.
@@ClydeHidershaj Hmmm, what about double rigs and the IK rig as the source and FK rig as the destination to capture to motion clip.
with retarget tag btw.
This does not seem to work in R23. Also created it in R21 which did work then when I import to R23 the rig is there but my character has disappeared
Is there any method to rename all bones at once respecting the hierarchy? the mixamo bones are coming named "mixamorig6:" when changing from "mixamorig:" and this is causing problems when adjusting the new bones in the character
I can not understand that this is a another plugin or the basic character option available in c4d
how i can add motion clip after this?
just make the character object editable by pressing c
well it doesn't work. s**t
❤
nice
Cool
1:35 when i do this stuff like the root, the pelvis and all of that dissapears from the objects tab, i'm on r22 btw
That tripped me up too, but when all the con+ objects show up, just click on the Master_con+ and you will see tabs in the attribute manager for Spine Retarget. Click there for RetargetAll and then go to the Weight Transfer to move the mixamo joints to it.
@@vytasrauckis6703 Ive tried that as well and it simply doesn't let me drag the joints or the body mesh into the weight transfer. I am also using S22.
It is brilliant
I love itttt
How can I achieve this by R20? Any concept or keywords?
Is there a way to disable your c4d mixamo rig while framing blending your motion sources? I find if you add the rig in after it's fine. But if you add the rig before and then you create all motion sources it totally bugs out the rig.
can u solve?
@@Ramronv yup. Add a PSR tag and constrain it to the rig.
@@LeighWilliamson when i pick in "animate" after the adjust, the rigg move and i cant adjust, can u help me? thanks in advance
Ramiro two ways. Add the rig on frame 0. Or add a constraint tag (psr) on Master_con+ and make the target the character
@@LeighWilliamson i cant solve, when i "retarget all", the rigg move and i cant adjust. And then the character go deformer. tysm anyway!! have a good week
Thanks
Hi nice video, do you know how to clone a mixamo character. When I try with the cloner the surface & the join of a character are not on the same position in the scene. Any hint?
You need to go into the geometry where the skin object is and go to the Include tab and delete the object in the link and set to exclude.
thank you so much !!
Nice
Hello. Another question. Can we export this to unity or unreal?
Followed all steps the pelvis doesn’t even move my character .what did I do wrong ?
and what about motion clips? We have to reroot all the animations? Please, could you upload an example with motionclips? Thanks!
I was literally about to ask the same!
In my case is not all ready the mixamo control rig template, so when I go to adjust it doesn't work, so can somebody help me? what can I do?
I also have this problem.. Did you figure out the solution?
@@jenniferfager192 wich version of c4d do you have?
if you click the selected template, you should see a dropdown and if you're on R21, mixamo should be in the list.
Thank you!!
Does anyone know if it will be possible for people with student licenses to update to Cinema4D 21? I desperately need this tool for my project....
No you cant.....have u finished your project????
my right knee bends backward... I've follow every steps several times but my knee keeps bending backwards... Any advice ? Thanks
Make sure that your knee joints are positioned slightly forward of the leg and ankle joints before binding.
Thanks you!!!!
This doesn’t work in r23. I can’t find any solutions online
Update: I finally got the character object to snap to the mixamo rig by taking it out of a null I had collected prior to this process. But now the character components don’t affect the mixamo rig... any help would be appreciated...
where to find this character?
Does this work in r23?
HELL YEAH!
good very good,
1:10 adjust snaps nothing into place you’re better off moving the arms , legs by rotation with symmetry box checked.
Anyone else get this to work, and then have it stop working when you open another C4D project and come back to this one?
Is it me or everytime you keep messing with pose , it doesn't reset after certain attempts?
you probably have keyframes for that property. If you're not applying a new keyframe, all the changes will just reset
@@anirudhsingh1657 nope