Bring Mixamo animations into iClone with Adobe Fuse


https://forum.reallusion.com/Topic292832.aspx
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By Mythcons1 - 8 Years Ago
Greetings,

This is a brief tutorial on how to bring Mixamo's animations into iClone using Adobe Fuse. You can do this using the free auto-rigger on their website, but Adobe Fuse characters are set up better, so you don't have to clean up the imported animations afterward.

1) Create an Adobe account (free), and download Adobe Fuse.

2) In Adobe Fuse, piece together standard character (I chose the base male). You can save time by right-clicking on a piece, and selecting the matching components.

3) Upload the character using the 'Save to Mixamo' option on the upper right corner.

https://forum.reallusion.com/uploads/images/25cb0625-6375-457b-8baf-6558.jpg

4) Once uploaded, you will be connected to the Mixamo website. The Mixamo algorithm will auto-rig the character. Select the 'Standard Skeleton', which should be default. You can also enabled Shape Blends, but I don't think that matters. You do want the Standard Skeleton, which gives you the most bones. Finish, and choose 'Animate'.

https://forum.reallusion.com/uploads/images/bf078d50-6110-4460-9015-7bd7.jpg

5) Find some animations (I choose the Melee Combat Pack, which contains a series of sword wielding animations). Save to Assets, Download, and unzip into a folder.

6) Using the iClone 3DXchange Pipleline, import the main FBX file (e.g. BaseMale.fbx, FuseModel.fbx, etc.). Go to the Character Options (You can hit 'N' to shortcut there), and convert to Non-Standard.

7) In the Presets, select MayaHuman-IK, then 'Activate' and keep the 00_Tpose option selected, and Convert.

8) Go to the Animations (hit 'M' to shortcut there). Import the remaining FBX files into your Play List, then 'Add All to Perform'. Then export to iClone. Make sure you export the animations, with your dialog setup like this:

https://forum.reallusion.com/uploads/images/cf0a13ae-f2d6-4e79-8ae3-dc1c.jpg

9) The animations will now by available in iClone, in your Custom Animations section, under the name that you exported your model ('e.g. BaseMale, FuseMale, etc.).

10) Now you can load up just about any iClone Character, and apply any of the animations and they will perform beautifully.


By animagic - 8 Years Ago
@Mythcons: I wouldn't worry about repetition and redundancy. All contributions should be encouraged. And if it's from a long time ago, a refresher won't hurt. (I also believe Fuse wasn't mentioned at the time.) In fact, it's first for me that there should be no repetition on the forum. I've seen a lot of that over the years.

EDIT: This post was in reaction to a post that has now disappeared. I though posts couldn't be deleted?
By Mythcons - 8 Years Ago
On a similar note, I'm able to bring a Fuse Character into iClone with full lip mouth movements and visemes. However, the process is a tad slow (I have to manually adjust the mouth movements), and makes it unwieldy for doing what I want to do with the project. Basically, I'd have to redo the process (from scratch) for every Fuse character that I bring in... rather than importing morphs form the same mesh. Maybe someday I'll be able to take this project to the next level.


By Joevolve - 8 Years Ago

well I don't know abt you but when, I import my animations into iclone there's always this twist at the fingers e.t.c in short at least 40% percent of the character is deformed

By redrubyslippers - 8 Years Ago
Isn't that just because the bone rig isn't set up properly
By Joevolve - 8 Years Ago
Well can you tell me how to setup the bone rig properly
By Mythcons - 8 Years Ago
Geetings Joevole,

Are you going through Fuse or are you setting up a custom rig from Mixamo? Or are you rigging from scratch? I can assist you with a bit more info.
By Joevolve - 8 Years Ago

first of all I tried going from fuse, I downloaded the ybot character fbx from mixamo with some animations
which I converted in 3dxchange to the maya_ik  it worked fine on the ybot character but when I import or
apply to iclone the character thumb are looking weird, tried the same thing with a character I created and
uploaded from adobe fuse cc and I got the same a somewhat better result, in the body which might b luck but
the thumbs are still looking weird

By Mythcons - 8 Years Ago
Hey there,

I was just going to give you a tip on how to reset the hands, but I just looked at one of my models and the thumbs are messed, just as you stated. This hasn't happened to me before, I will investigate and get back to you ASAP.

Edit: Okay, it looks to me like Mixamo and/or Fuse is not properly weight mapping the thumb in some cases.

https://forum.reallusion.com/uploads/images/cf56a6e7-be62-463a-a97b-64e6.jpg

If you use Blender, you can follow these directions to fix your Fuse/Mixamo character. If you use another app, you'll have to adjust your workflow to accommodate (IMO, Blender is the best for weight map editing).

1) Import your FBX file.

2) Select the mesh associated with your hands (usually the body)

3) Select the vertex group for the last part of your thumb (excluding end points). In this case, you'll want RightHandThumb3 (sometimes has a mixamo prefix), and LeftHandThumb3.

4) Select Weight Map Painting.

5) Adjust your settings to these.

https://forum.reallusion.com/uploads/images/3e35740a-fcb0-4256-8610-8621.jpg

6) Subtract and/or smooth your weight map so that it roughly follows this image.

https://forum.reallusion.com/uploads/images/d40bf5ec-5c2c-4d75-8ea9-c6f7.jpg

As far as I know, iClone characters do no experience these problems, but imported characters occasionally do.
By Joevolve - 8 Years Ago
Regarding the converted mixamo animations, there are some that come with root motions on their hip
I hoping if you know of a way to copy or transfer the root motion information from the hip bone to
the root bone  added when using it with cc characters , for and export and use with unreal engine 4