Really love the clear and detailed style of this tutorial. Although I knew much of what's covered I still learned something by fast forwarding to the end - muscle constraints! Who knew? :) Might have been worth also covering setting up/fixing t-pose in the avatar settings. Sometimes I find you have to rotate bones (e.g. shoulder and arms, or a foot that's sticking up at an odd angle) depending on the source of the character model.
Thanks for this, glad you found it helpful. That's a good suggestion about fixing the t-pose. Maybe we could cover in a follow up video. Do you happen to know of any freely available characters that are suitably broken?
@@KetraGames From memory, the readyplayerme fullbody avatars have a foot out of whack, but they might have fixed it since I looked. readyplayer.me/avatar the real culprits for me are Character Creator Unity exports but I don't think you can get those out of the trial version. Keep up the good work.
Absolutely fantastic. I have just discovered your channel and I hope you keep on creating such nice content. You have a great pace, the video is not too long, you highlight every single step and talk in a clear simple language. Thanks a lot!
Единственный нормальный урок на ютубе, где понятно объясняется как настроить аватаров. У меня раньше ничего не работало, но теперь проблема решена. Благодарю!
thanks , it really helped me a lot. i tried entire day to match the animation downloaded from unity asset store and my character. i changed skin meshes and bones and nothing worked. at the end ,you helped me to fix the issue . i didn't had much knowledge about the rigging. thanks for helping me.
I am building my very first game and I've been struggling to retarget animations to my custom character for soooo long. This was really helpful. Liked and Subscribed!
Thanks for this, really handy. Can you do an explanation video about the difference and how you would set up inplace animations vs root motion animations.
Hi, yes it is possible to make this work without applying root motion. You would need to bake the movement into the animation instead. If you go to the settings of the animation itself, you should see three checkboxes labelled 'Bake Into Pose'. If you check all three then it should work. We are planning to do a video on root motion where this will be covered in more detail.
Thankyou Ketra Games, I use Mixamo to rig my own character, when I select an animation and apply copy from other avatar to my custom character's avatar rigged by mixamo I would get an avatar copy configuration miss match warning, following this I first create an avatar from a mixamo character then retarget that animation to my own following this method, no more warnings. Then I found, if I re download the animation with my custom character still uploaded to the mixamo site, then I don't need to retarget from another mixamo character. I'm curious to know why this is. same results if I chose fbx binary, or fbx for unity, also curious what difference this makes. I'm enjoying how clear and well explained your tutorials are, well done.
Hi, if you want to create a new animation clip from within Unity that can be retargeted, you would need to animate the Animator properties rather than the bones themselves e.g. Animator.Left Arm Down-Up. I'd suggest getting a base animation from Mixamo. Then make a copy and edit it how you want. Hope that helps 😊
I have a humanoid character, that already has some animations. I want to add some basic mixamo animatons like walking / running. But when I use an avatar, only the mixamo animations work, when the old animations start playing, the character root position is set down on the Y-axis and the old animations are not working / playing. Do you have any idea? I'm a little confused by the Avatar system
okay I found the problem, my previous animations haven't been set as humanoid, that's why they didn't work anymore after making use of the humanoid avatar. Reimporting the fbx (bc I just copied the anim out of it and deleted it afterwards) and setting it to humanoid fixed it. Very helpful video! Thanks!
Hi, you would need two animations. One for attack and one for when they're hit. You would then need to detect when the attack connects using a collider set as a trigger. Once you know the character has been hit you would transition to the hit animation. Hopefully this helps you get started and we'll look to cover this in more detail in a future video.
There's some way to retarget animations without use Unity Humanoid? I wanted to retarget the animation of one generic to another generic without need to retarget my model to the Humanoid rig system.
Thank you. This was so clear and easy to understand. A great 'bite sized' chunk of learning. I've just picked up unity for the first time and trying to teach myself. One thing I'm trying to do is real beginer stuff. I have managed to make s sphere move and follow a route using keyframes. I now want to make a second sphere follow the same path but just to the right of the first. The problem is, when I duplicate the original sphere (with animation) and then try to adjust the position of the copy, at also changes the position of the original. Is there anyway I can copy and edit an animation without it changing the original? Thanks in advance. Atb Paul
Hi, glad you found it useful 😊 This video may help you - ruclips.net/video/JVFg9g4f-ME/видео.html Basically, if you create an empty parent game object for your sphere, then the animation will move relative to the parent. You can then create another empty game object to the right and add another animated sphere to it. Hope that helps 😊
Hi, really good question. You can't do animation retargeting in this way in 2D. You can reuse animations though by using some of the newer features in Unity. I'll add it to the list to cover in a future video, but his article covers the theory of how to do it - www.hedberggames.com/blog/reusing-2-d-sprite-animations-in-unity. Hope that helps 😊
I have a doubt, do u think that i can use this way to copy animation with low poly object?, because they dont have bounds as fill as hight poly models, sometimes a low poly object have few bounds.
The problem with humanoid animation type is that hair bones and clothe bones will not get animated when retartgeted. Is there a way to make it work on humanoid rig?
You're right. Anything that is not in the standard humanoid avatar will can not be retargeted. For these I think you would have to make sure the extra bones all had the same name for each character and animation.
Trying this on a pair of other models and I'm getting the error "Copied avatar rig configuration mis-match. Transform hierarchy does not match: Transform 'mixamorig:hip' for human bone 'hips' not found. How can I solve that?
Hi, It sounds like you're possibly trying to assign the wrong avatar to the animation . You need to make sure that the animation is using the avatar of the model the animation was created for. Then you should be able to use it on another model with it's own avatar. Hope that helps 😊
I don't like mixamo. Because there are bunch of problems in mixamo. Don't use kick animation. Use walk animation & Turn off loop pose and notice carefully. Character will go forward and back to previous position while forward button is pressed. Most of the time this problem occurs.
Nothing wrong with mixamo uve just selected the wrong settings. When downloading an animation you can choose for it to animate "in place" i guess thats what ur looking for, basically animate without moving the character using animation
I don't usually comment but honestly this tutorial (and the channel overall) is such a hidden gem. Thank you so much!!
Thanks for this comment 😊
Agree completely, good work Ketra
Fr
This is by far the best explanation of unity retargeting that I have come across. Thanks!
Thanks for this great comment 😊
I really like your way of telling things and your knowledge. Please, continue we'll be always with you.
Great to hear. Thank you 😊
Really love the clear and detailed style of this tutorial. Although I knew much of what's covered I still learned something by fast forwarding to the end - muscle constraints! Who knew? :)
Might have been worth also covering setting up/fixing t-pose in the avatar settings. Sometimes I find you have to rotate bones (e.g. shoulder and arms, or a foot that's sticking up at an odd angle) depending on the source of the character model.
Thanks for this, glad you found it helpful.
That's a good suggestion about fixing the t-pose. Maybe we could cover in a follow up video. Do you happen to know of any freely available characters that are suitably broken?
@@KetraGames From memory, the readyplayerme fullbody avatars have a foot out of whack, but they might have fixed it since I looked. readyplayer.me/avatar the real culprits for me are Character Creator Unity exports but I don't think you can get those out of the trial version. Keep up the good work.
Thanks for this. We'll give it a try
Absolutely fantastic. I have just discovered your channel and I hope you keep on creating such nice content. You have a great pace, the video is not too long, you highlight every single step and talk in a clear simple language. Thanks a lot!
Единственный нормальный урок на ютубе, где понятно объясняется как настроить аватаров. У меня раньше ничего не работало, но теперь проблема решена. Благодарю!
Thanks, glad this video was useful 😊
Your tutorials are excellent. Very focused and well explained
thanks , it really helped me a lot. i tried entire day to match the animation downloaded from unity asset store and my character. i changed skin meshes and bones and nothing worked. at the end ,you helped me to fix the issue . i didn't had much knowledge about the rigging. thanks for helping me.
Glad it was helpful 😊
Thank you for this. Interestingly, because of this video, I was able to use my Unreal animation assets in Unity!
Great to hear, thanks 😊
Clear, easy to understand, straight to the point.
Great to hear 😊
this is by far the #1 most useful video on the internet!
Really one of the best tutorials on animation retargeting.thank you very much
Thanks for this comment 😊
Oh wow, had no clue about that animation constraints feature, only IK.
😊😊
I am building my very first game and I've been struggling to retarget animations to my custom character for soooo long. This was really helpful. Liked and Subscribed!
Thank you! Great to hear 😊
Worked Like A Charm ,
Thanks
Great to hear this 😊
Extremely helpful, compact info without wasting time
Great to hear this, thank you 😊
Thank You😍! I love the way you talking. Your Voice.
Thank you 😊
You are first person i found that didn't waste my time you went straight to the point
I love baby
Thanks 😊
this channel is a hidden gem!
Thanks for this 😊
took me forever to find this information. thank you !!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Glad it was useful 😊
amazing tuto I have being wait for that for long time thx thx
Great to hear, thank you 😊
Concise and crystal clear. Thanks very much!
Thanks for this comment 😊
Really nice content. You have helped me a lot. Thanks! I love your channel and your tutorials!
Great, thanks for this comment 😊
A lot of learning in this short video, thank you very much
Great to hear 😊
Great tutorial! Although I'm at an intermediate level with Unity I've learned some new things here. Thank you
Glad it was helpful 😊
Sos una genio amiga hace rato que buscaba un tutorial así sobre este tema, saludos desde Argentina
Amazing tutorial to explain retargeting and avatars. They really useful. Thanks!
Great to hear, thanks 😊
Excellent tutorial❤
Thanks for this comment 😊
So clear. Thank you.
Great to hear. Thanks 😊
such a good video ! thanks for making it and explaining everything shown
Thanks for this comment 😊
Thank you so much, this tutorial helped me so much :D
Thanks
👍😊
i feel like all your videos will be useful now or sometime in the future for me at least, keep it up!
Thanks for your support 😊
@@KetraGames one year later and here i am needing this video, called it! lol
Thanks for this super clear explanation! 😎🤘
Great to hear, thanks 😊
thanks
👍😊
omg this is so useful !!! thanks a lot !!
Thanks for this, really handy. Can you do an explanation video about the difference and how you would set up inplace animations vs root motion animations.
Thanks. We have the following video covering Root Motion - ruclips.net/video/Xl_5roq4UlI/видео.html 😊
This contant very good! Thanks for this! I appreciate!
Thank you 😊
It was very helpful. Thank you
great videos! best ones
Thanks, glad they're helpful 😊
This was extremely useful. Thank you!
Glad to hear this 😊
that's really good. Thank you! I'm wondering if is there a way to make it work without check the "apply root motion"
Hi, yes it is possible to make this work without applying root motion. You would need to bake the movement into the animation instead. If you go to the settings of the animation itself, you should see three checkboxes labelled 'Bake Into Pose'. If you check all three then it should work. We are planning to do a video on root motion where this will be covered in more detail.
@@KetraGames A video on root motion would be great!
Amazing info :)
Thank you that was really clear and usefull ! Cheers from France
Great to hear this. Thank you 😊
This truly helped, thank you!
Great to hear 😊
Thankyou Ketra Games, I use Mixamo to rig my own character, when I select an animation and apply copy from other avatar to my custom character's avatar rigged by mixamo I would get an avatar copy configuration miss match warning, following this I first create an avatar from a mixamo character then retarget that animation to my own following this method, no more warnings.
Then I found, if I re download the animation with my custom character still uploaded to the mixamo site, then I don't need to retarget from another mixamo character. I'm curious to know why this is.
same results if I chose fbx binary, or fbx for unity, also curious what difference this makes.
I'm enjoying how clear and well explained your tutorials are, well done.
Thank you
👍😊
Thank you so much! Super Helpfull!!
Great to hear this 😊
What if you want to use an animation clip, instead of an animation from mixamo, how would you retarget it for your model?
Hi, if you want to create a new animation clip from within Unity that can be retargeted, you would need to animate the Animator properties rather than the bones themselves e.g. Animator.Left Arm Down-Up.
I'd suggest getting a base animation from Mixamo. Then make a copy and edit it how you want.
Hope that helps 😊
7:34 I try to avatar but it not selected and I also try to drag and drop but it shows prohibited icon , please help
Sorry, I'm not sure why this would be happening. Are you saying that the avatar isn't available to select?
I have a humanoid character, that already has some animations. I want to add some basic mixamo animatons like walking / running.
But when I use an avatar, only the mixamo animations work, when the old animations start playing, the character root position is set down on the Y-axis and the old animations are not working / playing.
Do you have any idea? I'm a little confused by the Avatar system
okay I found the problem, my previous animations haven't been set as humanoid, that's why they didn't work anymore after making use of the humanoid avatar.
Reimporting the fbx (bc I just copied the anim out of it and deleted it afterwards) and setting it to humanoid fixed it.
Very helpful video! Thanks!
how can I sync the two characters so that one is hitting and one is being hit?
Hi, you would need two animations. One for attack and one for when they're hit. You would then need to detect when the attack connects using a collider set as a trigger. Once you know the character has been hit you would transition to the hit animation.
Hopefully this helps you get started and we'll look to cover this in more detail in a future video.
There's some way to retarget animations without use Unity Humanoid? I wanted to retarget the animation of one generic to another generic without need to retarget my model to the Humanoid rig system.
Hi, not that I'm aware of I'm afraid. I think you would have to make sure all the bones were named the same to be able to reuse the animation
Thank you. This was so clear and easy to understand. A great 'bite sized' chunk of learning. I've just picked up unity for the first time and trying to teach myself. One thing I'm trying to do is real beginer stuff. I have managed to make s sphere move and follow a route using keyframes. I now want to make a second sphere follow the same path but just to the right of the first. The problem is, when I duplicate the original sphere (with animation) and then try to adjust the position of the copy, at also changes the position of the original. Is there anyway I can copy and edit an animation without it changing the original? Thanks in advance. Atb Paul
Hi, glad you found it useful 😊
This video may help you - ruclips.net/video/JVFg9g4f-ME/видео.html
Basically, if you create an empty parent game object for your sphere, then the animation will move relative to the parent. You can then create another empty game object to the right and add another animated sphere to it. Hope that helps 😊
Thanks for your damn video :))!!!! Love it so much!!!
Thank you! 😊
im receiving "mis-match" error constantly. I have researched it but found anything can someone help me
Glad to meet another gamedev girl, especially with such hard theme for me 😬
Hi, thanks for this comment 😊
The muscle settings don't work for me on 2021.3.22.f1, it has zero effect.
Hey got a question , does animation retargeting work on 2d characters?
Hi, really good question. You can't do animation retargeting in this way in 2D. You can reuse animations though by using some of the newer features in Unity. I'll add it to the list to cover in a future video, but his article covers the theory of how to do it - www.hedberggames.com/blog/reusing-2-d-sprite-animations-in-unity. Hope that helps 😊
@@KetraGames Thank you!
thamk you so much
👍😊
Thank you, helpful. Subscribe
Superuseful
I have a doubt, do u think that i can use this way to copy animation with low poly object?, because they dont have bounds as fill as hight poly models, sometimes a low poly object have few bounds.
Hi, you should be able to use it with a low poly model as long as you have a bone structure that resembles a Human 😊
@@KetraGames thank u
ONLY if your both character are from Mixamo !!!!!!!!!!!!
Hi, have you had trouble retargeting to characters from other sources? It should work for any character as long as you can create a humanoid avatar.
The problem with humanoid animation type is that hair bones and clothe bones will not get animated when retartgeted. Is there a way to make it work on humanoid rig?
You're right. Anything that is not in the standard humanoid avatar will can not be retargeted. For these I think you would have to make sure the extra bones all had the same name for each character and animation.
Trying this on a pair of other models and I'm getting the error "Copied avatar rig configuration mis-match. Transform hierarchy does not match: Transform 'mixamorig:hip' for human bone 'hips' not found. How can I solve that?
Hi, It sounds like you're possibly trying to assign the wrong avatar to the animation . You need to make sure that the animation is using the avatar of the model the animation was created for. Then you should be able to use it on another model with it's own avatar. Hope that helps 😊
I don't like mixamo. Because there are bunch of problems in mixamo. Don't use kick animation. Use walk animation & Turn off loop pose and notice carefully. Character will go forward and back to previous position while forward button is pressed. Most of the time this problem occurs.
Nothing wrong with mixamo uve just selected the wrong settings. When downloading an animation you can choose for it to animate "in place" i guess thats what ur looking for, basically animate without moving the character using animation
It's not work to my own character that rigged by mixamo. The position of the bone is not same.
This is the gamedev equivalent of being a script kiddie