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How do I "daisy-chain" Mixamo Animations?

Posted By bexley 11 Years Ago
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bexley
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Posted 11 Years Ago
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Thanks to all the tutorials I'm making some progress learning Iclone, but there are still some hiccups I just don't understand.  I recently downloaded a collection of Mixamo motion cycles (FREE!), successfully converted them through 3DXchange (thanks to the Forums here), but when I try to connect them together the results are "unpredictable" at best.

Examples:
1 - I created a walk path and my own walk cycle, and successfully set up a walk with minimal slipping.  At the end of the path I added a Mixamo Right Turn.  It almost worked except the character seemed to jump back and forth (as if there was a problem with it's world coordinates.  When I added another pose after this (walk--right turn--stand at attention) the character faced the wrong way.
2 - started with nothing, imported a Miximo Walk, used the Loop function to duplicate it.  The Character walks forward, then returns to their origin for the next cycle, and so on.  BUT when I import the walk cycles one at a time, the character moves correctly through space.  When I add a right turn to the end of the walk string, the character turns right (fantastic!) but when I add another walk cycle (i.e. walk--walk--walk--right turn--walk), the character jumps back to the end of the previous walk cycle and continues from there.
3 - With the example above (2) I tried rotating the figure.  The walk cycle faced the correct direction, but moved in the old direction (now sideways!), so it looked even worse!

Ideally I would be able to mix and match Mixamo animation with my other stuff. I presume this is possible?

What am I doing wrong? Can someone recommend a tutorial for connecting various animation cycles together?  Should I be removing the transform data when I convert (is this even possible)?

Thanks in advance! :-)

--Bex
Kelleytoons
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Read this entire thread:

https://forum.reallusion.com/257509/Motions-flip-90-degree-on-avatar?PageIndex=1



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Mike "ex-genius" Kelley
bexley
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Wow.  Thanks for the thread Kellytoons -- I think. :)

Here I assumed I was missing something obvious, and it's an Iclone "feature"???!!!
:(

--Bex.



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The good news is that if you DO edit the Persona file (very easy to do with those instructions) then you can easily add your mixamo motions one after another with that right click feature, and they all behave properly.

I have different persons based on the groups -- zombies, pistol fire, torch carrying, etc.  Then I just load whatever persona I need the motions from and in some ways it's a lot easier than applying motions any other way.



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bexley (11/8/2015)
Wow.  Thanks for the thread Kellytoons -- I think. :)

Here I assumed I was missing something obvious, and it's an Iclone "feature"???!!!
:(

--Bex.


Hi Bex. You've just run into iClone's longest running bug! ;)

There have been hints that it might get fixed (replaced) sometime in the version 6 cycle of iClone. With the current kinds of new tools I'm seeing RL developing, I think they'll come up with a much better system for basic locomotion and user-added motions. 

That rotation fix will do wonders! It is totally worth doing. :) It lets you mix the "Move" commands with your motions correctly. The move is always aligned, as it is driving the root along a path, and stays aligned to that path.

One caveat though. The right-click motion align in the timeline will be borked.

The Personas are limited to 50 motions, but that is usually more than you need in a single Persona anyway. You can, sort of, catagorize them in the list by carefully editing the names in 3DXchange. A few spaces, or a motion named "_" will add some extra breathing space to the list.

If all else fails, there is always "doing it manually"!





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