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BIgor

Mixamo/MotionClip Problem

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Here is a good workflow.

 

1: Make model or import it.  check to optimise it in case some random points are left behind. check Us, and make sure each seperate part has its own centre axis.

2: Freeze transforms.  Put the pivot at the feet of the character with Z axis point backwards.  In your file case all flaps where not frozen hence you cant revert them back to T pose for character.

3:  Export complete character with all parts, flaps in this case included.  This way everything gets weighted together, no need for constraints, although you can.

4: Selected all objects freeze it all.

5: Hold Alt with root joint selected and make a NULL, then add all meshes to it or in another NULL named "Meshes".

6: Select T posed rig make a motion clip, import flying animation  without mesh  add it to the Null that the Tpose rigis in and make a motion clip, delete flying animation rig after.

7: Go into Timeline remove Tpose clip and add the flying one.  You have T pose clip in case you wish to go back to base Tpose again for instance if you need to fix weighting.

 

File sent in PM. I moved the parts in rough position, but you get idea.

 

Dan

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  • 5 minutes ago, Rectro said:

    Here is a good workflow.

     

    1: Make model or import it.  check to optimise it in case some random points are left behind. check Us, and make sure each seperate part has its own centre axis.

    2: Freeze transforms.  Put the pivot at the feet of the character with Z axis point backwards.  In your file case all flaps where not frozen hence you cant revert them back to T pose for character.

    3:  Export complete character with all parts, flaps in this case included.  This way everything gets weighted together, no need for constraints, although you can.

    4: Selected all objects freeze it all.

    5: Hold Alt with root joint selected and make a NULL, then add all meshes to it or in another NULL named "Meshes".

    6: Select T posed rig make a motion clip, import flying animation  without mesh  add it to the Null that the Tpose rigis in and make a motion clip, delete flying animation rig after.

    7: Go into Timeline remove Tpose clip and add the flying one.  You have T pose clip in case you wish to go back to base Tpose again for instance if you need to fix weighting.

     

    File sent in PM. I moved the parts in rough position, but you get idea.

     

    Dan

    Thank you very much 😄

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    Just noticed than even my set up although right The motion clip system just will not allow the rig to be within a null as it takes on the nulls pivot position every time,  I never normaly add the mixamo rig to a null myself.  The root joint has its own pivot in which the motion clip system takes note of.  Because its animating it takes into account for its movement hence a pivot object added to a clip will be placed where the root bone is.  Unfortunatly if you put the rig into a null, the null has no animation on it so when adding a pivot object it looks at the root which is now the null which is now offset.  You simply need to keep that rig outside any nulls, or make sure the null is part of the motion hierarchy when a clip is made, even then it may fail. 

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  • 26 minutes ago, Rectro said:

    Just noticed than even my set up although right The motion clip system just will not allow the rig to be within a null as it takes on the nulls pivot position every time,  I never normaly add the mixamo rig to a null myself.  The root joint has its own pivot in which the motion clip system takes note of.  Because its animating it takes into account for its movement hence a pivot object added to a clip will be placed where the root bone is.  Unfortunatly if you put the rig into a null, the null has no animation on it so when adding a pivot object it looks at the root which is now the null which is now offset.  You simply need to keep that rig outside any nulls, or make sure the null is part of the motion hierarchy when a clip is made, even then it may fail. 

    Yes this kind of makes sense... 

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