Mixamo, Fuse, and UE

Hi, my character is finally animating properly, except I did not change the original jump animations from the UE original character, so now my character, whenever she jumps, falls into the floor a bit then replaces her self. So she ultimately stays on the floor just fine. I know this is because I didn’t change the UE animation for jump yet, but I don’t know what Mixamo offers, since the UE uses Start Jump, End Jump, and Jump Loop. Any ideas?

Hi.

are you animating a mixamo character using mixamo animations?

Yes, I am.

do you know that some animations force the mesh to move out of its capsule component?

for those animations you must enable root motion so the capsule follows the mesh and your character will always stay in its capsule and wont fall into the floor.

those mixamo animations which move in Z axis are not completely compatible with UE4 because their root bone won’t move in Z axis (Only in X and Y) so the your character mesh moves out of its capsule and even if you enable root motion your character won’t move in Z axis (A jump animation for example).

take a look at a simple run animation from mixamo you will see that it can be In place . if it is not inplace it moves out of its capsule component and suddenly backs to that but if you enable root motion the the root bone is responsible for moving your character so it won’t move out of its capsule.

not all mixamo animations have inplace option to be used. (excuse me about my bad English I know what I must say but I don’t know how to :D)

like the climbing animation which cannot be inplace.

there is a tutorial here about using mixamo animations in UE4 using Maya animation editor

and it also can be helpful

if you wanna a mixamo animation which move in Z axis you must download its fbx file not fbx for use in UE4. the add the root bone like that tutorial I sent its link

have you found the solution? I can convert my comments to answer then

yes you can but your capsule won’t follow mesh in Z axis and will stick to your character mesh after animation so won’t have capsule collision.

some mixamo animations are better not to be in place, animations like a multi sword slash which the character moves and slashes a sword and if you enable root motion your capsule will follow the mesh correctly. but some animations are better to be inplace like walk or run so no need to enable root motion and capsule and movement component will be responsible to move your character.

but for animations which move in Z axis you have two choices:

1- enable root motion in which the capsule only follows in X and Y axis and if it goes up capsule wont so it wont have collision in air but it will retrieve capsule as soon as gets on ground.

2-for animatins which only move in Z axis not X or Y you can have root motion disabled so character jumps and backs to its capsule.

open an animation then on left :

103770-rootmotion.png

uncheck the hidden in game of your capsule component so you can see how your character mesh moves out of it

I don’t use Maya. Can I do it with UE and Mixamo only?

for a simple jump in Z axis you must use the jump function which is built in UE4 so capsule will follow the mesh everywhere

if you want your capsule follow the mesh in Z axis you can find a tutorial as the same as that with maya in another modeling program that you have access to like blender which is free but I don’t know any tutorial about it

if what I said is unclear I will be happy to explain more? :))

Yes sorry, this is all great! It looks like I will either have to download Maya or use Blender later on for this. I am too stressed out to worry about it now, and would rather work on the landscape and setting :stuck_out_tongue: Cheers! Convert to answers please :slight_smile:

don’t worry it took me a while to get use to work with mixamo animations but now I am realy comfortable with them :slight_smile: (you will learn how to work with them too soon)