Oh here is a tip You can rename the bones of the mixamo skeleton in blender automatically using the mixamo root baker add-on therefore saving a painstaking amount of time to retarget the mixamo skeleton.
I have a question, so what if you get an animation pack and one of the bones is bent so that the stomach is potbellies in the butter sticking out? How would you fix that? It’s a correctly burn the waist back into place so it applies to all of the animation in the pack.
I have a video suggesting that would help me with my game quite a bit. Can you make a video about having something spawn behind the character after you do something. An example from my game is I want the player to enter a room and then a character spawns in the doorway behind you and then disappears again. It’s something I want to do with shadows to scare the player.
Some good tips here are to do a bit more work on the alignment of all of the main bones of the t-pose. On top of placing the character's upper arm in a t-pose, The character should have straightness in the forearms, fingers.. then change the angle of the thumbs, thighs and ankles to match the mixamo character's pose. Also, all advanced options with "_twist" in the name must be set to none...lowerarm_twist_01_l = None, upperarm_twist_01_r = None, lowerarm_twist_01-r = None, upperarm_twist_01-r = None, calf_twist_01_l = none, thight_twist_01_l = none, calf_twist_01_r = none
Hi, I didn't actually mention it in the video, which I should've done, but there is an "Show Advanced" part in which you can assign bones for the wrists, fingers, arm twists and much more. This is just above where you are assigned the bones and just below "Select Rig". This allows you to go into more detail. Hope this helps.
@@MattAspland Yeah I saw those and had assigned them all but still ended up with the same issue. I'm finding that it was my character mesh I uploaded to Mixamo that was the issue. I'm currently working to refine it.
@@megtwin Ah right okay, yeah if you have it all set up correctly it will be an issue with your mesh and skeleton like you've figured out. Mixamo isn't perfect so there's bound to be some faults somewhere. Nice work and good luck with your refining.
I have found that basically all advanced options with "_twist" in the name must be set to none, that was the reason why your animations werent perfect...lowerarm_twist_01_l = None, upperarm_twist_01_r = None, lowerarm_twist_01-r = None, upperarm_twist_01-r = None, calf_twist_01_l = none, thight_twist_01_l = none, calf_twist_01_r = none
Good video, and something every developer needs to know how to do! You can also create an animation from another animation which I have used a lot. Thanks Matt!
Thank you, and yep its a very important and key aspect! Yeah that's also a great and easy way of creating animations, there's always shortcuts if you look hard enough. No problem, thanks for your support :)
Great resource site for basic and advanced stuff, congrats! keep up the good work! How would you go about fixing the wrist problem on that particular animation though ? because your bones remapping is correct.
Thank you man, I really appreciate it :) And I believe there are some advanced settings. If you go to Skeleton tree, options, show re-targeting options, and change them all from animation to skeleton, I think if you right click it changes them all at once. Then change the root and pelvis to animation. I've heard this works for some, hope it does for you :)
Thank you sooo much again. I was looking for how to do this and in most tutorials its just pure magic. I really love how you just got straight to the point. I've done in a few minutes what I couldn't do for hours.
I have a problem where the retarget animations are playing up in the air. It can be fixed by advanced retarget settings to skeleton instead of animation. But this affects all my other animations from before. The problem seem to be inn the «hips» joint. Thats the only part of the skeleton thats «off» is this because mixamo riggs lack root? Or is it another way to fix this that I have missed. Huge fan of ur guides, so hope this can be fixed so I can continue 🤗
The window to where you match the bones is stuck and wont drop down to show me the list of bones to match. Is this a bug or am I just missing something?
Great tutorials! Have u any idea how you can do a face animation? I saw in this rig list that it was two eye rigs and one jaw rig. Is it possible to make the character talk using this example? Best regards from a Swedish amateur developer :)
Hi, thank you! :) And I believe it would be possible yes, as long as both of the skeletons you are using have those bones, it should be entirely possible. Hope this helps. Good luck with all of your projects :)
Oh here is a tip
You can rename the bones of the mixamo skeleton in blender automatically using the mixamo root baker add-on therefore saving a painstaking amount of time to retarget the mixamo skeleton.
Oh nice, thank you, that's a good idea, and yeah would save a lot of time lol. Thank you :D
@@MattAspland you are welcome.
Keep up the awesome work Matt! Great stuff as always. I envy your consistency with uploads lol.
Thank you so much Joe, that means a lot to me :)
OMG you just solved my biggest Problem
Liked and Subscribed
thank you soo much brother
keep it up
I have a question, so what if you get an animation pack and one of the bones is bent so that the stomach is potbellies in the butter sticking out? How would you fix that? It’s a correctly burn the waist back into place so it applies to all of the animation in the pack.
I have a video suggesting that would help me with my game quite a bit. Can you make a video about having something spawn behind the character after you do something. An example from my game is I want the player to enter a room and then a character spawns in the doorway behind you and then disappears again. It’s something I want to do with shadows to scare the player.
Hi, I could definitely do that yeah :)
Thank you for the sugesstion
This is perfect, thanks alot man. You saved my project
Thank you man, and you're welcome, happy to help :)
@@MattAspland Bro plz do a video on runtime animation retargeting.It will help us so much work not to copy already existing assets
I was just doing this with Daz to unreal keep getting a foot problem lol. Very nice vid get outta my head Matt lol.
Haha glad I could help you :) sorry I’ll stop mind reading now lol
@@MattAspland Nope, please don't you're making me look competent lol.
Ah I’ll carry on then don’t worry lol
skeletone retarget done. the character isnt shown in animation retarget.
Some good tips here are to do a bit more work on the alignment of all of the main bones of the t-pose. On top of placing the character's upper arm in a t-pose,
The character should have straightness in the forearms, fingers.. then change the angle of the thumbs, thighs and ankles to match the mixamo character's pose.
Also, all advanced options with "_twist" in the name must be set to none...lowerarm_twist_01_l = None, upperarm_twist_01_r = None, lowerarm_twist_01-r = None, upperarm_twist_01-r = None, calf_twist_01_l = none, thight_twist_01_l = none, calf_twist_01_r = none
thank you so much after rigoursly aligning the manaquin to a t pose it looks perfect now in the animation
@@JohntheWeir509 can u help?
So how do we fix the continued weirdness between the lower arm and the wrists? I have all the bones appropriately assigned.
Hi, I didn't actually mention it in the video, which I should've done, but there is an "Show Advanced" part in which you can assign bones for the wrists, fingers, arm twists and much more. This is just above where you are assigned the bones and just below "Select Rig". This allows you to go into more detail. Hope this helps.
@@MattAspland Yeah I saw those and had assigned them all but still ended up with the same issue. I'm finding that it was my character mesh I uploaded to Mixamo that was the issue. I'm currently working to refine it.
@@megtwin Ah right okay, yeah if you have it all set up correctly it will be an issue with your mesh and skeleton like you've figured out. Mixamo isn't perfect so there's bound to be some faults somewhere. Nice work and good luck with your refining.
I have found that basically all advanced options with "_twist" in the name must be set to none, that was the reason why your animations werent perfect...lowerarm_twist_01_l = None, upperarm_twist_01_r = None, lowerarm_twist_01-r = None, upperarm_twist_01-r = None, calf_twist_01_l = none, thight_twist_01_l = none, calf_twist_01_r = none
@@MZONE3D Yeah I had them set to None but still received the same result.
Good video, and something every developer needs to know how to do! You can also create an animation from another animation which I have used a lot. Thanks Matt!
Thank you, and yep its a very important and key aspect! Yeah that's also a great and easy way of creating animations, there's always shortcuts if you look hard enough. No problem, thanks for your support :)
Great resource site for basic and advanced stuff, congrats! keep up the good work! How would you go about fixing the wrist problem on that particular animation though ? because your bones remapping is correct.
Thank you man, I really appreciate it :)
And I believe there are some advanced settings. If you go to Skeleton tree, options, show re-targeting options, and change them all from animation to skeleton, I think if you right click it changes them all at once. Then change the root and pelvis to animation. I've heard this works for some, hope it does for you :)
Just rotate the elbow bone 30 degress so the mannequin has a straight arm
when i select humanoid rig nothing comes up
You sir are awesome I so needed this!!!!!
Thank you so much :) I'm glad I could help!
hey bro
Hey, how are you?
@@MattAspland Fine 😉
That's great to hear :)
Thank you sooo much again. I was looking for how to do this and in most tutorials its just pure magic. I really love how you just got straight to the point. I've done in a few minutes what I couldn't do for hours.
Looks very cool. Thanks for the video.
Thank you and no problem! Happy to help :)
Thank you Veryy muchhh~ I have been trying to get this work for some time now...Thank you.
when I select rig, select humanoid rig in my retargetting manager, I don't see the source or target bones. any ideas why?
Can we do vice versa? Like, from mixamo character to the Mannequin?
You can yep
@@MattAspland Thanks brother!!
I have a problem where the retarget animations are playing up in the air. It can be fixed by advanced retarget settings to skeleton instead of animation. But this affects all my other animations from before. The problem seem to be inn the «hips» joint. Thats the only part of the skeleton thats «off» is this because mixamo riggs lack root? Or is it another way to fix this that I have missed.
Huge fan of ur guides, so hope this can be fixed so I can continue 🤗
Hi how do you do animations for fps template with only arms, not a full body?
greate tutorial as always ;D Thx for sharing your knowledge!
Superb! Thanks again.
The window to where you match the bones is stuck and wont drop down to show me the list of bones to match. Is this a bug or am I just missing something?
I don't see any bones in mine.
Excellent
Very useful thanks
No problem! Happy to help :)
Great tutorials! Have u any idea how you can do a face animation? I saw in this rig list that it was two eye rigs and one jaw rig. Is it possible to make the character talk using this example?
Best regards from a Swedish amateur developer :)
Hi, thank you! :) And I believe it would be possible yes, as long as both of the skeletons you are using have those bones, it should be entirely possible. Hope this helps.
Good luck with all of your projects :)
Nice
Thanks Mohammed
Cool thanks.
No problem :)