Besides the issue of me being very new to Blender, it took a few hours of toiling with multiple downloaded versions of Blender (I downloaded three versions just to get this right) and a lot of research just to finally be able to import Mixamo animations. They look really good!
My one problem is just the positioning of the arms and the legs. The way they bend feels rather unnatural and the arms all seem to want to bend inwards from the shoulder and stick right to the body’s sides. Besides editing all keyframes manually which might seem like a pain, I’m not sure how I can get the arms to look more natural and not, well, twisted like this.
For the record, I’ve tried many different things, including just exporting the armature and using it as the Mixamo animation preview character (auto rigs). Previewing animations on just the armature actually shows the intended effect I’m looking for. Notice how the arms do not bend inward on the armature unlike how they bend on the full figure in the picture above.
Any help on how I can get my rig to follow the same motion as the armature?
Included below is all the files I am currently using. There are rigs, the armature as well as cleaned FBX animations that can be loaded onto a rebuilt rig and exported.
BlenderTest.zip (661.5 KB)
CleanedAnimation* files are FBX animation data that can be imported to a rebuilt rig. ExportedR15Rig is the fully exported rig (all export items selected) that I give to Mixamo before picking and downloading an animation. R15Rig is the exported rig from Studio that can be rebuilt with the Blender animation plugin. R15RigArmatureOnly is an exported FBX that can be given to Mixamo to see the animation previews which, when played on the armature, differ from exporting everything else and then importing the animation data back after cleaning it up (Mixamo renames bones for some reason if you export everything, but exporting just the armature does not do that).
Would appreciate any help!
P.S. I’m not sure if it’s better to just import the armature that looks proper? Usually if I do that it doesn’t work; importing via the N menu doesn’t apply the animation and using map keyframes by bone name provides me with an error about an active attribute. These are unsolved on the Blender importer thread itself so I’ve opted to ignore it.