Thanks! It’s really cool to see it being used in practice .
When I export an animation, load it into the plugin, and export, poses are being created in every keyframe for bones that were not modified throughout the entire animation, thus freezing them.
I don’t remember this happening just yesterday, did I do something to cause that or is this intentional and I just missed it?
That’s normal, I haven’t added a way to disable certain bones yet (like those checkboxes next to the bones in the Roblox animation editor).
You can open the animation (or generated KeyframeSequence) in the Roblox animation editor and disable bones you don’t want, though. Or if it’s useful to add it to the plugin itself I can probably do that too short-term.
Did this ever happen? I would really like to know!
Same here.
FYI: From the Mixamo site…
On August 22, 2017, the following assets and services will be removed from the Mixamo site.
- The ability to save and retrieve assets in “My Assets”.
- The Face Plus facial animation plugin
- The Decimator polygon reduction tool
- The ability to download Control-rig scripts
- Download types for .bvh and .biped that streamline integration with 3rd party applications
- Mixamo forums will close and all help articles will be moved to Adobe’s HelpX
Are you guys using pre-made animations in mocap or making your own mocap animations?
If you’re using mocap, what product? If not, where’d you find the animations?
someone download all of these and upload on mega, pls
This is the internet, it would be weird if someone hasn’t already done that (not necessarily someone from Roblox)
One thing that I hope you guys add (or is already there) is the ability to work with multiple ROBLOX rigs at once. I want to be able to animate things like 2 guys fighting, or something like that. Any way to work with those multiple rigs?
You could import + generate one rig, rename the __Rig and __RigMeta objects to something else (postfix a 2 or so), then import another rig. The plugin always looks for those objects by name when importing/generating/exporting, but you can animate both rigs simultaneously in Blender just fine with different names. Just rename it back when exporting.
I just tried this whole process tonight, following the YouTube Tutorial linked above, and it’s so close to working. But somehow, I’m losing the critical location data from the animation when trying to apply the Mixamo-generated .fbx file in Blender to the rig. The Mixamo file has all the location and rotation information, as you can see in the clip below. The stick figure on the left is the Mixamo .fbx rig file imported with File->Import->FBX. But if I try to apply it to my character (R15 block mode imported via Import Model and Rebuild rig) with “Import FBX” from the RBX add-on, or if I name the correctly-imported rig to __Rig2 and use “Map keyframes by bone name”, I get the same results: all location information is lost and the Roblox character animates with their HumanoidRootPart and LowerTorso fixed in space. Where am I going wrong?
You have to map the HumanoidRootPart to the Mixamo Root joint (in Mixamo).
In Roblox, HRP is static in animations (the root), which the built-in mapping function also enforces.
(the neon green is the HRP)
Ah yes, I forgot to mention a key detail. As best I can tell, Mixamo no longer has this feature. “My Assets” is gone from the site, and the fbx auto-rigger is full auto, no manual adjustments. In fact, I was only able to get it to accept and animate the armature alone; any attempt I made to include mesh data in my FBX caused the autorigger to hang.
I haven’t used the “new” Mixamo (i.e. deleted 90% of the site) yet myself, but it sounds sort of painful if they have removed the ability to adjust their automatic mapping…
It’s probably fixable by multiplying LowerTorso.matrix_basis
with HumanoidRootPart.matrix_basis
, then setting HumanoidRootPart.matrix_basis
to the identity matrix for each keyframe. I might check it and “fix” the import code of the addon this weekend.
Cool. While manually connecting up the Mixamo-generated rig to the rigged character can get things working in Blender, it also results in an exported animation that the Blender Animations copy-paste plugin thing can’t parse. :-/ I’ll be fiddling with it a bit more tonight. I don’t know enough about what goes on on the mixamo side to know if there is a way to massage the Blender fbx into something their new auto-rigging can deal with correctly. Thanks for your feedback!
This is apparently caused by Mixamo applying an animation onto the entire armature instead of the root bone/lower torso bone. That root bone issue is a case I’ve apparently already handled, but not when the entire armature is being animated.
For now you can just use File → Import → FBX, then open the Dope sheet for the loaded armature from Mixamo. Copy all the scale + rotation tracks (with all their keyframes) for the X/Y/Z Location and X/Y/Z Euler Rotation tracks. Paste them in the associated tracks for LowerTorso, like shown here:
Make sure to set the LowerTorso rotation tracks to Euler XYZ mode, not quaternions, for some reason the armature itself uses Eulers instead of quaternions…
The dope sheet blender API is still a bit magic, not sure when I get to automating this.