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CC to Mixamo

Posted By nehromhntoiyaz 4 Years Ago
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nehromhntoiyaz
nehromhntoiyaz
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I am going absolutely insane trying to figure this out. I've searched through the forums, but I have not been able to find anyone who is trying to get a CC character into Mixamo.
At present, I've tried all options for export from CC, and the character does not import properly.
I read in one forum response that you could use 3DX to export the character so it is compatible with Mixamo, but my "Convert to Non-Standard" button is grayed out when I attempt this.

Does anyone have a workflow or tutorial for CC -> Mixamo?

Thank you.

hirospot
hirospot
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Re: CC to Mixamo
This is my study so far. 
・Mixamo has its own Auto-Rigger for the uploaded skeleton, thus,
   Characterizing of the CC3 model at the 3DXchange is not used in my test.
・The FBX, OBJ and ZIP format are selectable at the uploading.

1. At CC3, go to File/Export/FBX. 
  Fig1. CC3: File/Export/FBX(Clothed Character)
https://forum.reallusion.com/uploads/images/0ce0a857-6ae6-45a1-a8fe-f649.jpg

2. CC3: Use Maya for Target Tool Preset. (need more study for other Tools)
  Fig2. Export FBX
https://forum.reallusion.com/uploads/images/6ab6415e-790a-4fb1-a466-e174.jpg

3. Upload to Mixamo:
  Fig3. Drag and drop the FBX file to the drop zone.
https://forum.reallusion.com/uploads/images/67b205b6-0f8a-4575-80aa-4e54.jpg

4. Mixamo: Preview the CC3 model 
  Fig4. Mixamo: Static Image of the CC3 model
https://forum.reallusion.com/uploads/images/652198c3-17e1-4334-b296-1fcf.jpg

Fig5. Mixamo: Skeleton View of the CC3 model.
https://forum.reallusion.com/uploads/images/760b05d3-ed5c-490e-b51b-fb9f.jpg

5. Apply Animation Motion is not confirmed.

Thank you,
Hiro
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4 Years Ago by hirospot
animagic
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Just out of curiosity, what would be the advantage of sending a character to Mixamo? In other words, what would be the application?


https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg

nehromhntoiyaz
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hirospot (11/29/2020)
5. Apply Animation Motion is not confirmed.

This is where my issue arises. If I use the Maya preset, Mixamo will import the model sometimes (if it does not succeed, Mixamo simply states "Sorry, unable to map your existing skeleton."), but animations will not apply. The closest preset seems to be Unreal. The model imports and animates using the Unreal preset, but there's an issue where the head jitters.

animagic (11/29/2020)
Just out of curiosity, what would be the advantage of sending a character to Mixamo? In other words, what would be the application?

Prior to purchasing CC, I had been using Mixamo's default characters for engine testing. The engine I'm using is now set up to flawlessly import Mixamo characters, rigs, and animations; now that I have CC, I intended to import the CC characters into Mixamo, then export with animations, and import into the game engine.

Thank you for your assistance.
Rampa
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So are you using UE4? You just use the auto-setup for UE4, and then just export your character and animations from CC3 Pipeline.

y2kchroma
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Late but I finally found the solution. I too was having the same problems as you. I had to have the avatar in t-pose and in the include motion I had to check 'current pose' and 'first frame in bid-pose"https://forum.reallusion.com/uploads/images/2573e171-ea04-4a00-97b9-b8b8.png 
Wilby
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y2kchroma (12/20/2021)
Late but I finally found the solution. I too was having the same problems as you. I had to have the avatar in t-pose and in the include motion I had to check 'current pose' and 'first frame in bid-pose"https://forum.reallusion.com/uploads/images/2573e171-ea04-4a00-97b9-b8b8.png 


Thanks! Following this settings, I was able to import the CC3 Model in Mixamo and Accurig. Then exported the FBX file for Blender. But the strange thing is, the imported model's Bones is incompletely rigged. Some parts are still disconnected and does not have IK. Is that normal? Do you have other tips on what to do next to properly set up the rig?



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