The Mixamo addon needs a special version for Blender 4! ❖Mixamo Addon fix for Blender 4: gitlab.com/x190/mixamo_blender4 ❖Mixamo Addon for Blender 3.6 and earlier: substance3d.adobe.com/plugins/mixamo-in-blender/
He is the only youtuber i find. That he has no trash vids on his channel. Focusing on quality not quantity. Not some but All videos on CGdive are valuable. Thank you tod
Yeah, I wasn't sure if I should break this tutorial down into shorter ones. People sometimes complain about longer tuts but looking at the stats, my longer videos are generally more popular.
I am new to blender and started learning animation from different videos. I wanted to play with mixamo animations with my custom character and this is so far the most helpful video I have found on youtube which answers most of my questions.
@@CGDive Just a question: TLDR: I want the mixamo animation of character to happen at different place in space, rather than on the center (origin point). What is the efficient way? When I download animation+skin from mixamo and I try to move it away from the origin, it always comes back to the origin. I added empty cube and made it parent to my armature. It seems working for some animations, but for some the axis of animation is disturbed and I get weird movement of character. How should I debug this?
@@pyxploiter Interesting question. If you try to move the rig in Object mode and it comes back to the origin, it means there are keyframes in Object mode. Look at the transforms in Object mode, they are probably yellow. Right click on the location axes, and choose Clear Keyframes (or something like that). Do the same with Rotation and Scale. Now you should be able to place the character's initial position anywhere in the scene. There are other techniques such as adding a "root" bone and parenting the hips bone to it. The root could be used to position the character in the scene. I am not sure but I think I covered adding a root in this video, didn't I (I can't remember all of my tuts lol)
@@CGDive There was a part in the video for adding a root bone, I was going to try that as well. For unknown reason, that method didn't seem appealing and kind of seemed like a hacky way. I thought there must be more elegant way to handle that. But anyways, I am a complete beginner so still trying to figure out things. Thanks for your kind response :)
@@pyxploiter A root is a pretty standard rig feature, not hacky at all. Adding it to the mixamo rig in particular might be considered a bit of a hack but not a weird one for sure.
i think its iportant to note that the rigs should be prepared perfectly , as in rotation and scale should be applied and everything zeroed out before beginning with any animation workflow. Otherwise you`ll run into trouble later on and already saved animation actions might break
MAN I WAS LOOKING TO RESOLVE THE TELEPORT PROBLEM ON FOLLOW PATH CURVE UNTIL I BACAME ALMOST CRAZY! THANK YOU SOOOO MUCH no one had explanation! LIKED COMMENTED AND SUBSCRIBED! IF I COULD HUG YOU AS WELL I WOULD !!!!
Mixamo combined with Blender has an impressive potential for doing any complex animations, the only issue are the hands, if I want to recreate a good punch it's impossible with this technique... 😢
In minute 42:23, when click TAB, I see the green line, but when in POSE MODE, select the bones but the keyframes not show in the summary. Do you have an idea why?
Please sir I need your help my character is pin to the origin i cant change the location or rotation easily without affect the origin. It is automatically connected to the origin i have tried to fix it bit has not been easy please help me out sir
exactly the tut I needed. I've been working with mixamo and nla and have run into so many problems. One of the worst is the teleporting blending different animations. there is no nice little blend with offset option? having to match root positions between animations is such a pain! Unity animation blends is so nice! I wish blender has that. My other biggest issue is the ik/fk blending. still haven't figured that one out. Also i bought that animation layers addon but seems to me like working from the NLA directly is much easier? The remixing by isolating different bones influence is genius! part2! part2!
Blend with offset was planned and almost developed but something came in the way so it was postponed for now :( Regarding IK/FK blending have you watched this? ruclips.net/p/PLdcL5aF8ZcJvGXczhdPySTZpr9EmmhrMZ
I am having problems in the " walking in any direction" section (12:20 ), I follow the steps but my model is like walking realy quickly and is gliding, I am using blender 4.0
all characters will slide along the ground, you have to play with the keyframe positions on the timeline and the physical distance to character moves to overcome this problem; trial and error or do the math; quite a pain
Can you help? Im trying to use 3 animations sword idle, turn right and start walking. I have copied the keyframes from each animation onto the first idle animation. The animation idles and turns right as expected but the walk will only go in the direction the idle animation is facing. If I keyframe the hips to face the model in the desired direction(turned right). The animation does not follow. It moves to the left in the direction the idle was facing(it moves side ways to the left).
Is it possible to combine mixamo animations with my character running in mixamo? I tried your method but it didn't work, only with characters from the same mixamo
How would you go about editing and altering the catwalk animations that were captured with a high heel. How would you go about removing the heel animation to make it flat footed. There are only 2 catwalk animations where the animation has a flat foot. With the idle animations I can delete the keyframes for the x rotations on the foot and toes and reset the feet to zero and that works. But with the walking animations don't work well, as it seems some of the x rotation contributes to whole foot animation, and when I deleted the x rotation it caused the some parts of the foot to jump or skip instead of smooly translating. I'm also not sure if you can even counter ract the heel oiffest?
nice videos. by the way, i combine a lot of these animation and it stop playing after the 250 mark. i try changing cache as well but it didn't work. any solution to this?
Can you do a video about rotating mixamo animation in NLA? ex: I have an animation of character running forward, and on the last frames he turns 180 degrees. However I can't make the next animation rotate to match the last frames from the previous nla strip.
7:47 This method seems a bit convoluted. Does it have an advantage over clicking the armature then in the dope sheet finding mixamo:Hips, expanding and deleting the Z Location track? I put two identical anims side by side and wasn't noticing any difference though I could be wrong.
HI Todor, maybe you can talk about Exporting with this setup? Generating the Control Rig then leaves you with a bunch of extra bones you dont want at Export tme, because they are generated in the same Armature as the Deform bone. I cant find a decent workaround that doesnt involve a bunch of very risky and fiddly baking and deleting. Think i may have to build my own control rig instead... which is.. okay i guess, but then not so easy to edit existing mixamo anims. (Suppose would have to do something with retargeting...)
Ended up solving my woes with ARP Quick Rig using the Preserve setting, but this has lead me to another question: Is there a way to export FBX or GLB anims from Blender so that they immediately work with many very different proportioned characters in a game engine, like the Mixamo ones do? Mine always distort the Model to the proportions of the Armature I exported from. I can't see how to just take the movement info from the exported anim, but leave the proportions of the 'receiving' Character intact, if that makes sense? (I'm not at all certain what i'm asking can be done outside of retargeting and things like Mixamo tbh. I maybe need to decouple the bone translation/rotation from the scaling or something but i think everything is getting baked in during the export process)
Hi there... Thanks for your efforts. I just found out about your academy courses, and it's very fairly priced... Will definitely subscribe. Quick question though please... Do you have a specific course on importing Daz3d characters and applying different animations to them including facial animation with an iPhone (ar kit)? Thanks,
SIR when i use mixamo rig animation and after pushing down to nla track again when i have to add some changes in nla track amimatio then i press Tab key to edit nla track, but whet i press tab to edit nla track animation from mixamo in pose mode my character always goes to world origion what i can do to solve this problem?
I'm having a problem where if I put an animation after another one. My character teleports to the origin of the other animation and doesn't continue where the other one left off. Is there any way someone can help me out with this? 🙏🙏
Does the Voxel Heat Diffuse Skinning addon work with Mixamo or the Human Generator addon? The HG character was imported into Mixamo, rigged, and animated. The custom outfit was applied using the Voxel Heat Diffuse Skinning addon, there was no clipping with the base mesh skin but it caused significant stretching around the armpit, waist/groin area, and leg during animation. The Voxel Heat Diffuse Skinning addon, when used with Human Generator's original rig, does not stretch but the custom outfit still clips with the base mesh skin. Can you do a video on how to use the Voxel Heat Diffuse Skinning addon with the Human Generator addon rig and with the Mixamo rig attaching custom outfits?
Voxel heat works with any mesh. I already have a video about. It's important to understand how it really works. It sounds a bit like you expect it do magic. It won't :) ruclips.net/video/QoKwjvuXb9I/видео.html
Hello, I would like to ask, if I already have movement but its hand is face up, I want the character to make fists while walking, what should I do? Thank you.
Tuhanku you for all your videos, but I have got a problem with Mixamo animation could you please help me.when I add walking animation to the NLA next- add the follow path to my charecter and when I add the next animation by mixamo addon the charecter beheave wierd ( the NLA is in replace mode) but its like in combine mode. I really need your help if its possable thanks❤
@ thank you for replying. I watched the all videos but unfortunately here’s not mentioned the issue I faced with. For example I want to use 2 animations, first one is walking and the second one is running, if I apply walking animation to control rig then add the armature to the path ( follow path constraints, to the curve ) after that I apply the next animation to the control rig, here the animation doesn’t work correctly. 🙏🏻
>>Can I attach bones using autu rig pro I am not sure what you mean >>and combine multiple actions in succession in mixamo? That is what the video shows.
Ahhh, a tough question. If you are at least semi-serious about this stuff try to learn the difference between the two and use whichever is better for each part of your rig. If you can't be bothered then keep everything to Quaternion since it is the default.
Hi, nice tips, but it seems that follow path is not working correctly in 4.2. I'm struggling to make it walk along the path as shown in the video, it just continues straight, after adding the constraint.
Follow path can be funky. It should work the same in 4.2. If you did something slightly differently, you may have to play with modifier settings to get it to work properly.
@@CGDive I actually managed it to work, when exporting from Mixamo, I forgot to enable "In Place". Seems easier when walk in place. Great tips again, especially for walking on uneven ground!
Hi, I found another way to circumvent the teleporting. As you do here I split the animation in two actions. The action with only the hip bone is switched to additive blending. So I keep the original anim (no sliding) but it doesn't jump back tothe start. In The other action i only disable the hip. I needed to tweak the keys of the hip position at 0 at the beginning of the action and remove useless scale keys (constant with a value of 2 in my case). Maybe you could add this in a future video
@@CGDive Hi, my technique of dual action (1 additive for the hip / 1 normal for the rest of the body) proved to be pretty much useless as soon as rotation appear in the trajectory so I would not recommend it beyond any VERY basic animation. Thanks again for your wonderful content.
Ctrl shif c does nothing i can get the new bone to follow the whirlwind animation but I can’t get the whirlwind animation to stick with the bone in place 2 days for frustration & no progress 🤬
I am not sure how you pronounce "Mix-a-moe" and "Mix-ammo" haha I have been criticised about how I pronounce Mixamo in my videos. Honestly, I don't know what the correct pronunciation is 😂
The Mixamo addon needs a special version for Blender 4!
❖Mixamo Addon fix for Blender 4:
gitlab.com/x190/mixamo_blender4
❖Mixamo Addon for Blender 3.6 and earlier:
substance3d.adobe.com/plugins/mixamo-in-blender/
thank you for this library link.
He is the only youtuber i find. That he has no trash vids on his channel. Focusing on quality not quantity.
Not some but All videos on CGdive are valuable.
Thank you tod
Thank you for your continued support!
The 'Remixing Animations' section at the end is so incredibly helpful. It could have been an entire video on its own!
Yeah, I wasn't sure if I should break this tutorial down into shorter ones. People sometimes complain about longer tuts but looking at the stats, my longer videos are generally more popular.
Bcoz ur blender Jesus 🔥@@CGDive
@@Neyavva hahaha
I am new to blender and started learning animation from different videos. I wanted to play with mixamo animations with my custom character and this is so far the most helpful video I have found on youtube which answers most of my questions.
Awesome!
@@CGDive Just a question:
TLDR: I want the mixamo animation of character to happen at different place in space, rather than on the center (origin point). What is the efficient way?
When I download animation+skin from mixamo and I try to move it away from the origin, it always comes back to the origin. I added empty cube and made it parent to my armature. It seems working for some animations, but for some the axis of animation is disturbed and I get weird movement of character. How should I debug this?
@@pyxploiter Interesting question. If you try to move the rig in Object mode and it comes back to the origin, it means there are keyframes in Object mode. Look at the transforms in Object mode, they are probably yellow. Right click on the location axes, and choose Clear Keyframes (or something like that). Do the same with Rotation and Scale. Now you should be able to place the character's initial position anywhere in the scene.
There are other techniques such as adding a "root" bone and parenting the hips bone to it. The root could be used to position the character in the scene. I am not sure but I think I covered adding a root in this video, didn't I (I can't remember all of my tuts lol)
@@CGDive There was a part in the video for adding a root bone, I was going to try that as well. For unknown reason, that method didn't seem appealing and kind of seemed like a hacky way. I thought there must be more elegant way to handle that. But anyways, I am a complete beginner so still trying to figure out things. Thanks for your kind response :)
@@pyxploiter A root is a pretty standard rig feature, not hacky at all. Adding it to the mixamo rig in particular might be considered a bit of a hack but not a weird one for sure.
Dude i was looking all over for such informative and a good video explaining alll about it.
Thank you so much!
Glad you enjoyed it!
might be the most useful animation video i ever seen, and i've been doing this for a while and still learnt a bunch of things
Thank you so much for this, this mixed with rigify retargeting can get me very clean results really fast, I love it
Nice!
merci beaucoup CG Dive, tu es incroyable mec ! Continuez à produire un contenu aussi excellent pour nous, vous êtes le meilleur professeur !
merci beaucoup to you too :)
this is now my favorite tutorial on this topic
Awesome, thank you!
this was such an amazing tutorial!!. Thank you so much for this, this has helped me sooo much💯
Awesome, thanks for the kind comment!
Excellent. Thank you. Surely request a part 2, and I will be referring back to this one often. Very well made tutorial. ❤
Excellent tutorial, complete and clear. Great work ❤Definitely one of the best on RUclips 👍👍👍
Thank you so much 😀
i think its iportant to note that the rigs should be prepared perfectly , as in rotation and scale should be applied and everything zeroed out before beginning with any animation workflow. Otherwise you`ll run into trouble later on and already saved animation actions might break
Amazing content as usual. Thank you for your time and efforts.
Thank you so much.Need next part sir.
Such a detailed awesome tutorial mate. thanx
Sir thankyou so much need more tutorial like this with animation layer addon.❤
MAN I WAS LOOKING TO RESOLVE THE TELEPORT PROBLEM ON FOLLOW PATH CURVE UNTIL I BACAME ALMOST CRAZY! THANK YOU SOOOO MUCH no one had explanation! LIKED COMMENTED AND SUBSCRIBED! IF I COULD HUG YOU AS WELL I WOULD !!!!
haha, that's awesome!
Thank you for sharing . Love from NEPAL
Thank you too!
Amazing. Sooooo good! Exactly what I was looking to learn and more. Perfect.
Great to hear!
Mixamo combined with Blender has an impressive potential for doing any complex animations, the only issue are the hands, if I want to recreate a good punch it's impossible with this technique... 😢
If you don't find a mixamo animation for that, then you have to animate it by hand.
Super helpful info - thanks so much for taking the time to dig in.
Glad you enjoyed it!
36:18 - Did Clark report that bug? Was there since forever. I'm glad to listen it has been fixed, I'll retake that option in 4.1
Hi. I think it's been fixed for a while, not sure when exactly. I am not sure if Brad was involved (although he usually is hah)
Master! Saves me of lot of work. Thanks a lot.
Just brilliant! Thank you so much for sharing your knowledge. THANK YOU! Dg
This video is very informative I've learned so much....thanks!!😉
Wonderful tutorial. Thanks!
Glad you enjoyed it!
Great tutorial. Thank you. 👏👏👏
You’re welcome 😊
Very very helpful, thank you!
In minute 42:23, when click TAB, I see the green line, but when in POSE MODE, select the bones but the keyframes not show in the summary.
Do you have an idea why?
OMG ! Thanks a lot !! You are the best!
Your video gonna help me too much, thx bro ⚡
Great to hear that, mate!
Please sir I need your help my character is pin to the origin i cant change the location or rotation easily without affect the origin.
It is automatically connected to the origin i have tried to fix it bit has not been easy please help me out sir
exactly the tut I needed. I've been working with mixamo and nla and have run into so many problems. One of the worst is the teleporting blending different animations. there is no nice little blend with offset option? having to match root positions between animations is such a pain! Unity animation blends is so nice! I wish blender has that. My other biggest issue is the ik/fk blending. still haven't figured that one out. Also i bought that animation layers addon but seems to me like working from the NLA directly is much easier? The remixing by isolating different bones influence is genius! part2! part2!
Blend with offset was planned and almost developed but something came in the way so it was postponed for now :(
Regarding IK/FK blending have you watched this?
ruclips.net/p/PLdcL5aF8ZcJvGXczhdPySTZpr9EmmhrMZ
I am having problems in the " walking in any direction" section (12:20 ), I follow the steps but my model is like walking realy quickly and is gliding, I am using blender 4.0
all characters will slide along the ground, you have to play with the keyframe positions on the timeline and the physical distance to character moves to overcome this problem; trial and error or do the math; quite a pain
Can you help? Im trying to use 3 animations sword idle, turn right and start walking. I have copied the keyframes from each animation onto the first idle animation. The animation idles and turns right as expected but the walk will only go in the direction the idle animation is facing. If I keyframe the hips to face the model in the desired direction(turned right). The animation does not follow. It moves to the left in the direction the idle was facing(it moves side ways to the left).
Is it possible to combine mixamo animations with my character running in mixamo? I tried your method but it didn't work, only with characters from the same mixamo
How would you go about editing and altering the catwalk animations that were captured with a high heel. How would you go about removing the heel animation to make it flat footed.
There are only 2 catwalk animations where the animation has a flat foot.
With the idle animations I can delete the keyframes for the x rotations on the foot and toes and reset the feet to zero and that works.
But with the walking animations don't work well, as it seems some of the x rotation contributes to whole foot animation, and when I deleted the x rotation it caused the some parts of the foot to jump or skip instead of smooly translating.
I'm also not sure if you can even counter ract the heel oiffest?
big thank you! It helped a lot)
Glad to hear that!
nice videos. by the way, i combine a lot of these animation and it stop playing after the 250 mark. i try changing cache as well but it didn't work. any solution to this?
Thank you
Can you do a video about rotating mixamo animation in NLA?
ex: I have an animation of character running forward, and on the last frames he turns 180 degrees. However I can't make the next animation rotate to match the last frames from the previous nla strip.
7:47 This method seems a bit convoluted. Does it have an advantage over clicking the armature then in the dope sheet finding mixamo:Hips, expanding and deleting the Z Location track? I put two identical anims side by side and wasn't noticing any difference though I could be wrong.
Yeah, that should work too :)
HI Todor, maybe you can talk about Exporting with this setup? Generating the Control Rig then leaves you with a bunch of extra bones you dont want at Export tme, because they are generated in the same Armature as the Deform bone. I cant find a decent workaround that doesnt involve a bunch of very risky and fiddly baking and deleting. Think i may have to build my own control rig instead... which is.. okay i guess, but then not so easy to edit existing mixamo anims. (Suppose would have to do something with retargeting...)
Ended up solving my woes with ARP Quick Rig using the Preserve setting, but this has lead me to another question:
Is there a way to export FBX or GLB anims from Blender so that they immediately work with many very different proportioned characters in a game engine, like the Mixamo ones do?
Mine always distort the Model to the proportions of the Armature I exported from. I can't see how to just take the movement info from the exported anim, but leave the proportions of the 'receiving' Character intact, if that makes sense? (I'm not at all certain what i'm asking can be done outside of retargeting and things like Mixamo tbh. I maybe need to decouple the bone translation/rotation from the scaling or something but i think everything is getting baked in during the export process)
But how character turn180° to continue another action at the same location of direction
Thanks I subbed
Welcome and thanks for subbing!
do you have online classes for people who wants to learn 3d animation in blender and how to use this animation for cartoon videos?
Hi there...
Thanks for your efforts.
I just found out about your academy courses, and it's very fairly priced... Will definitely subscribe.
Quick question though please... Do you have a specific course on importing Daz3d characters and applying different animations to them including facial animation with an iPhone (ar kit)?
Thanks,
Hi, thanks for your interest in Academy. Regarding Daz3d, no there is no content related to it since I am not very familiar with daz.
SIR when i use mixamo rig animation and after pushing down to nla track again when i have to add some changes in nla track amimatio then i press Tab key to edit nla track, but whet i press tab to edit nla track animation from mixamo in pose mode my character always goes to world origion what i can do to solve this problem?
I'm having a problem where if I put an animation after another one. My character teleports to the origin of the other animation and doesn't continue where the other one left off. Is there any way someone can help me out with this? 🙏🙏
This is covered in the video...
Does the Voxel Heat Diffuse Skinning addon work with Mixamo or the Human Generator addon? The HG character was imported into Mixamo, rigged, and animated. The custom outfit was applied using the Voxel Heat Diffuse Skinning addon, there was no clipping with the base mesh skin but it caused significant stretching around the armpit, waist/groin area, and leg during animation.
The Voxel Heat Diffuse Skinning addon, when used with Human Generator's original rig, does not stretch but the custom outfit still clips with the base mesh skin. Can you do a video on how to use the Voxel Heat Diffuse Skinning addon with the Human Generator addon rig and with the Mixamo rig attaching custom outfits?
Voxel heat works with any mesh. I already have a video about. It's important to understand how it really works. It sounds a bit like you expect it do magic. It won't :)
ruclips.net/video/QoKwjvuXb9I/видео.html
Can you make a video to cascadeur blender pipeline with mixamo amature and rig. It will be a rare kind of tutorial.
It's easy. Just use unreal mannequin to animate in cascadeur and retarget in blender to autorig pro rig.
Just started looking into Cascadeur recently so I might make some videos, I am just not sure when.
@@dineshdiabolic5451 thankyou pal. I should try it.
@@CGDive you rock 🤟
Hello, I would like to ask, if I already have movement but its hand is face up, I want the character to make fists while walking, what should I do? Thank you.
You could simply delete the keyframes of the hands, pose them into a fist on frame 1. Don't forget to record a keyframe. That should do it.
john wick? so playing rise of kingdom? voice so familiar 😉
uhhh, I am not sure what you mean :)
Tuhanku you for all your videos, but I have got a problem with Mixamo animation could you please help me.when I add walking animation to the NLA next- add the follow path to my charecter and when I add the next animation by mixamo addon the charecter beheave wierd ( the NLA is in replace mode) but its like in combine mode. I really need your help if its possable thanks❤
I have trouble understanding the problem. Try following the video as closely as possible.
@ thank you for replying.
I watched the all videos but unfortunately here’s not mentioned the issue I faced with. For example I want to use 2 animations, first one is walking and the second one is running, if I apply walking animation to control rig then add the armature to the path ( follow path constraints, to the curve ) after that I apply the next animation to the control rig, here the animation doesn’t work correctly. 🙏🏻
thx
Can I attach bones using autu rig pro and combine multiple actions in succession in mixamo?
>>Can I attach bones using autu rig pro
I am not sure what you mean
>>and combine multiple actions in succession in mixamo?
That is what the video shows.
bro have you made 2nd part for animation holding place?
Not really. Did I say I would in the video?
@@CGDive thanks
For beginer for animating character use quaternion or euler?
Ahhh, a tough question. If you are at least semi-serious about this stuff try to learn the difference between the two and use whichever is better for each part of your rig. If you can't be bothered then keep everything to Quaternion since it is the default.
@@CGDive ok thanks sir
hi
is it possible to keep spline straight as climb brae
Hi. I have no idea what you mean, sorry ':(
Hi, nice tips, but it seems that follow path is not working correctly in 4.2. I'm struggling to make it walk along the path as shown in the video, it just continues straight, after adding the constraint.
Follow path can be funky. It should work the same in 4.2. If you did something slightly differently, you may have to play with modifier settings to get it to work properly.
@@CGDive I actually managed it to work, when exporting from Mixamo, I forgot to enable "In Place". Seems easier when walk in place. Great tips again, especially for walking on uneven ground!
@@VGModelling3D ahhh, yes, if it doesn't work if the character walks forward. You will get double movement.
@@CGDive I uploaded the animation on my channel, you can check it, hope you will like it, thanks!
Hi, I found another way to circumvent the teleporting. As you do here I split the animation in two actions. The action with only the hip bone is switched to additive blending. So I keep the original anim (no sliding) but it doesn't jump back tothe start. In The other action i only disable the hip. I needed to tweak the keys of the hip position at 0 at the beginning of the action and remove useless scale keys (constant with a value of 2 in my case). Maybe you could add this in a future video
Thanks for the tip but I can't recreate it. I am curious so if you could put into a step by step format, I'd love to give it another try.
@@CGDive Hi, my technique of dual action (1 additive for the hip / 1 normal for the rest of the body) proved to be pretty much useless as soon as rotation appear in the trajectory so I would not recommend it beyond any VERY basic animation. Thanks again for your wonderful content.
When i copy animation from another armature the arm collapse and go inside the body did anyone have solution
The animation is probably not compatible for that armature. E.g. if both armatures are very different size.
Ctrl shif c does nothing i can get the new bone to follow the whirlwind animation but I can’t get the whirlwind animation to stick with the bone in place 2 days for frustration & no progress 🤬
which part of the video are you referring to?
Sir can you make an video on to put life in character
Mixamo fixed root motion
I've been calling it Mix-a-moe, Mix-ammo seems more like a name, have I been saying it wrong all this time xD
I am not sure how you pronounce "Mix-a-moe" and "Mix-ammo" haha
I have been criticised about how I pronounce Mixamo in my videos. Honestly, I don't know what the correct pronunciation is 😂