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brisck1
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brisck1
Posted 8 Years Ago
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Group: Forum Members
Last Active: 8 Years Ago
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So I've been searching for a solution to the Mixamo>UE4 pipeline after Mixamo/Fuse dropped support for exporting to Unreal and finally came across this video:
It seemed super promising, converting the Mixamo rig over to something that is compatible with the standard UE4 manikin rig. So I downloaded trail versions of 3DXchange and iClone to test it out before committing to a purchase...
However, I seem to be stuck on the first step of the process:
--Firstly, dragging my FBX into 3DXchange does not work, so I have to go to File>Open. --Secondly, on importing my FBX it does not detect it as a Mixamo character rig and there is no option to convert it into a standard iClone rig for later conversion. --I just realised the video is based on the previous version of the software.
So what I would like to know is, does this feature still exist? What is the process with iClone/3DXchange 7?
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paulg625
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paulg625
Posted 8 Years Ago
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Last Active: 3 Years Ago
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Well I hope you have all your motions downloaded from Mixamo, so when you get it worked out.
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brisck1
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brisck1
Posted 8 Years Ago
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Group: Forum Members
Last Active: 8 Years Ago
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Right now what I'd like to do is: take an auto rigged Mixamo character and apply a bunch of animations purchased from the UE4 Marketplace to it.
Right now this can be achieved with some tricky re-targeting in Unreal, and then endless tweaking to convert the default Mixamo T-Pose into an A-Pose resembling that of the UE4 manikin (Many of the Marketplace animations are based on the manikin). If the A-Pose is not perfect on the Mixamo character, the animations look off and arms and legs end up misaligned.
I was hoping Reallusion Software might help streamline this process, but so far I am stuck.
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paulg625
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paulg625
Posted 8 Years Ago
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Last Active: 3 Years Ago
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that sucks been there done that. Not with the particular software your using but with others and retargeting and endless tweaking . Now getting Mixamo motions into 3Dexchange is easy enough. I was thinking there was stuff to get from 3Dxchange to Unreal but not sure the other way around.
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brisck1
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brisck1
Posted 8 Years Ago
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Group: Forum Members
Last Active: 8 Years Ago
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Yeah my basic workflow I was hoping for was this:
3DS Max Character > Mixamo Autorig > Fixup bones and pose in 3DXchange/iClone for UE4 > Export to UE4 for animation re-targetting.
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Kelleytoons
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Kelleytoons
Posted 8 Years Ago
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Last Active: Last Year
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You can definitely import Mixamo characters into XChange (and apply animations to them as well). Not sure why it isn't working for you but it might have something to do with the nature of the trial. But I do this all the time. Let me try just now to see if any changes to Mixamo have mucked things up: Okay, works. Here's the process -- first you download your character (and Paul, Mixamo animations are still there -- they were never going away) with or without any animations (I loaded up one). You can open it up (I didn't try dragging it over but it should work that way as well) and checkmark "With Animations" assuming you have any. Now you go to the tab that says Convert to Non-Standard Character (this is NOT a standard character, which just means it ain't made by RL) and then choose the Maya preset which will map all bones properly. Load in the T-Pose (you'll see this at the bottom) and then adjust the feet with checkmarks in both spacing and height in the properties tab. Press the convert button and you now have a character that will load up into iClone. What you do from that point onward I can't help with -- I don't know UnReal at all. However, at that point I can export as FBX in a variety of different formats and I would suspect UnReal might support one of them.
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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paulg625
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paulg625
Posted 8 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
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Visits: 1.4K
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Ok might be the fact its a demo, not sure what version the demo is. Because with the 3Dxchange it is pretty much automatic with one of the later versions of 3Dxchange6 have pulled any into version 7 yet. But it auto recognizes the FBX files. But you do have to have the pipeline version for export. But I have for use in Iclone brought in a ton of the Mixamo files.
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brisck1
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brisck1
Posted 8 Years Ago
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Group: Forum Members
Last Active: 8 Years Ago
Posts: 9,
Visits: 22
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Kelleytoons (8/25/2017) You can definitely import Mixamo characters into XChange (and apply animations to them as well). Not sure why it isn't working for you but it might have something to do with the nature of the trial. But I do this all the time. Let me try just now to see if any changes to Mixamo have mucked things up:
Okay, works. Here's the process -- first you download your character (and Paul, Mixamo animations are still there -- they were never going away) with or without any animations (I loaded up one). You can open it up (I didn't try dragging it over but it should work that way as well) and checkmark "With Animations" assuming you have any.
Now you go to the tab that says Convert to Non-Standard Character (this is NOT a standard character, which just means it ain't made by RL) and then choose the Maya preset which will map all bones properly. Load in the T-Pose (you'll see this at the bottom) and then adjust the feet with checkmarks in both spacing and height in the properties tab. Press the convert button and you now have a character that will load up into iClone.
What you do from that point onward I can't help with -- I don't know UnReal at all. However, at that point I can export as FBX in a variety of different formats and I would suspect UnReal might support one of them.Firstly, thanks so much for your help. So with this I was able to convert the rig and export from iClone, however the bones do not get renamed to Standard UE4 naming conventions, which means I still have to re-target each bone manually in UE4 and the problem of the T-pose>A-pose still exists :( Not sure if there's a good solution to this. Has anyone managed to get standard iClone/Character Creator rigs working with UE4 Marketplace animations without any fiddly retargetting in UE4?
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Kelleytoons
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Kelleytoons
Posted 8 Years Ago
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Last Active: Last Year
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Again, not sure how much help I can be here since the other end I'm unfamiliar with, but did you try all the presets for the FBX export? I see things there like "Game Engine Unreal" which I would think might be what you need (but if you've already tried that then nevermind). If it's an "A pose versus T pose" you need you can always load in an A-pose after you've rigged things, and then export that A pose out standard. Sorry if I'm not being helpful but all my focus is on iClone.
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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but0fc0ursee
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but0fc0ursee
Posted 8 Years Ago
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Group: Banned Members
Last Active: 8 Years Ago
Posts: 595,
Visits: 1.7K
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brisck1 (8/25/2017) ...and the problem of the T-pose>A-pose still exists :(Has anyone managed to get standard iClone/Character Creator rigs working with UE4 Marketplace animations without any fiddly retargetting in UE4? I have.... many, many times.
Tip: Shorten your steps by retargetting in 3ds Max. Example:
~ Mixamo to Max (This is an Dishonored Character) but the SAME principle is applied to CC or ANY character.)
MAP THE BONES:
TPOSE TO APOSE
UNREAL Ready! :)
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