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3doutlaw
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3doutlaw
Posted 9 Years Ago
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Group: Forum Members
Last Active: 9 Months Ago
Posts: 59,
Visits: 193
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52? Oh, I am doing 96 per page, and ignoring some, so basically 75 per page, so a total of 26 pages. I was wondering how you got so far this morning. There are a lot of dup's, like how many golf drives can you possibly need? lol...
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Rampa
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Group: Forum Members
Last Active: 45 minutes ago
Posts: 8.2K,
Visits: 62.3K
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I had the best luck building a "pack" as has been discovered. For saving, I tried both FBX and BVH. The FBX works great, and the BVH goes all twisty. Go figure! So when you do go to download, select FBX with the defaults it gives you. I went with plain FBX, not the Unity varient or anything. Then, only download the pack. This downloads 1 copy of the character in FBX and all the motions in FBX. They will all be in a ZIP file. Don't download each motion separately, or you'll be downloading your character every time as well. Open and characterize the character FBX. It is Maya/HumanIK, so it's a one-click job. I'm still using 3DX5, so 6 may recognise it without even needing to do the characterization step. Click on import in the Motion Library section and select all the motions (also FBX) that were in the zip with your character. This can also be done by drag-and-drop from your desktop (or wherever) if you prefer. You'll get an option to use the existing character profile or another for the conversion. Choose existing and all the motions will be imported and converted. Add them all to the perform. Export your character, making sure to check the appropriate boxes for your needs. I did not bother exporting the character, but only exported the iMotions. They will be in a folder in your "Custom/Motion" in the content manager. EDIT:If you went with the default sampling of 30 FPS from Mixamo, you should set the 3DX import FPS to 30 as well when the window pops up. It defaults to 12.
Edited
9 Years Ago by
rampa
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planetstardragon
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planetstardragon
Posted 9 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 11.5K,
Visits: 46.0K
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My tip contribution - sort the motions out by "Most Recent" - it pretty much sorts out all the motions to the themes they were uploaded, this will help you organize them faster. Having 500 walk cycles that you can't preview quickly, is just as painful as having only one. The time you spend sorting through 500 files, is way longer than just tweaking one walk cycle.
☯🐉 "To define Tao is to defile it" - Lao Tzu
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3doutlaw
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3doutlaw
Posted 9 Years Ago
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Group: Forum Members
Last Active: 9 Months Ago
Posts: 59,
Visits: 193
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planetstardragon (10/6/2015) My tip contribution - sort the motions out by "Most Recent" - it pretty much sorts out all the motions to the themes they were uploaded, this will help you organize them faster. Having 500 walk cycles that you can't preview quickly, is just as painful as having only one. The time you spend sorting through 500 files, is way longer than just tweaking one walk cycle.
Yep...this would've been a good idea
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Kelleytoons
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Kelleytoons
Posted 9 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 9.2K,
Visits: 22.1K
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And because I've now finished and saved all my custom packs in assets my tip is to do this so you can download in multiple formats easily. While I originally did them all in 24fps, I went ahead and redownloaded in 30fps -- that only took about 10 minutes for it to set them up. I'm going to do it one more time at 60fps just in case (I'm not sure it makes a ton of difference, but you never know).
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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3doutlaw
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3doutlaw
Posted 9 Years Ago
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Group: Forum Members
Last Active: 9 Months Ago
Posts: 59,
Visits: 193
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Rampa, maybe you should edit the first post with the "Lessons Learned" to help others who see this thread? (use FBX, Most Recent Sorting, Make Asset Packs by groups in sorting) All done! (I am mad I didn't think about the Most Recent idea, but oh well...I ain't doing it again!) I got assets so it should be easy to re-download, if needed. On first download of all I used (anything wrong with this, I did download T-Pose with Character as a starting point): - FBX
- No Character
- 30 FPS
- No Keyframe Reduction
Had no luck these working well in DazStudio, even with BVH...Genesis got all wonky, lol.
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animagic
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animagic
Posted 9 Years Ago
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Group: Forum Members
Last Active: Yesterday
Posts: 15.8K,
Visits: 31.2K
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I did one small "pack" as explained and imported into 3DXchange 6 and converted to non-standard (you still have to select Maya IK in 3DX 6). I then imported the motions and added them to the Perform menu (that was a separate step). I forget to set the FPS to 30, although it looks fine at 12. In IClone I applied some of the motions to a CC avatar and it works very well. I don't have Motion Builder, but the direct route seems to work fine. I don't care much for the Mixamo characters so I was happy to find that it worked with CC.
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planetstardragon
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planetstardragon
Posted 9 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 11.5K,
Visits: 46.0K
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you know, the last time Adobe gave something out like this for free, we ended up with Adobe Flash - and an 800 dollar program to make original flash content, which is now lease ware. - Looks like Adobe is trying to kick Autodesk right in the mocap I'm watching you adobe. ಠ_ಠ It looks like they are aiming to kill Motionbuilder - I smell a cloud mocap solution standard in the works ^.^ It looks like swoop's bragging days are numbered. "Character Animator's goal is to drastically simplify the animation process and to bring basic motion capture to anyone." If I didn't know any better, the CEO of Adobe is a wanna be director, and if he by chance is reading this I'll bet he's saying "Wrong, I AM a director!!" http://nofilmschool.com/2015/07/depth-look-adobe-character-animator-their-revolutionary-new-performance-capture-animation
☯🐉 "To define Tao is to defile it" - Lao Tzu
Edited
9 Years Ago by
planetstardragon
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GrannyJ
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GrannyJ
Posted 9 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 502,
Visits: 1.5K
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Only problem with the Mixamo stock characters is that when imported, the fingers are reversed (so if you animate the fingers, it's gonna look a bit goofy). But you can take it into 3DSmax & manually rotate the fingers & then they work properly. The best part of the free mixamo is the ability to rig your own meshes with their auto-rigger . Good for background folks (because there is NO facial animation & no ability for "talking").... However, again you can take the rigged mesh into 3DSmax and add rigging for mouth, eyes, and more if your motivated..... Fuse is also free, - you can build your own character mesh & export it & rig it in either Mixamo or in 3DSmax...... Since Adobe acquired Mixamo, it appears they are still "working out some kinks" and probably creating their soon to be pricing structure. But for now, it's a "free for all" deal,
iClone Certified Content Developer and Author of the Pinky Frink® Adventure Series & the Pinky Frink® Learning Books site: Granny J's 3D Attic SKYPE = grannyjsplace email: grannyj@grannyjs3dattic.com MY RIG: GPU: Dual GeForce GTX 970M | CPU: Intel(R) Core(TM)i7-5930K @3.50GHz| 32.00 GB RAM | OS: Win 7 Pro SP1 | DX11
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Rampa
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Group: Forum Members
Last Active: 45 minutes ago
Posts: 8.2K,
Visits: 62.3K
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From this forum post, it looks like the next version of Fuse will also be free. I guess the auto-rigging of Fuse characters might not be forever though. They are saying the quality should improve, things like mesh resolution and stuff. https://community.mixamo.com/hc/en-us/community/posts/206715697-Mixamo-is-free-
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