How to properly import Mixamo animations?

Hello!

So, I was using Mixamo files since long time ago, now in Version 4.21 it seems I can´t import animations without breaking them, these are my steps:

  1. Download a character from Mixamo, I´m just downloading POSE T, without animations (as I would like to add multiple animations later)

  1. Drag an drop this file in unreal, these are my options:
    (The only setting I changed, is this “T0as ref pose”, otherwise import throws several warnings about missing bones.

  1. Now, search and download an animation from Mixamo:
    Note that I checked this “in place” option, otherwise the character will move on my animation.

  1. These are the options selected while downloading:
    Note that SKIN = No Skin (otherwise, the file will include the Character, I already downloaded separated on step 1)

  1. Now, try to import this animation, by selecting my character in the options:

  1. Result will be something like Ripley`s clone, asking to end with his life:

Strange thing is, If I download the animation WITH skin, the animation is ok, but it will create a new bone everytime.

How should I import this files? I`m sure i´m missing a simple checkbox, I tried several things and still no result.

Thanks in advance.

This is the result while importing:

259467-6.png

Ok, so after resenting settings, and trying again, I find out that the right way to import, is by checking this option:

And now, the animation works fine.

Sorry for the long post, auto-response… it was rubber duck debugging basically :confused:

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Hello, Now Terribilis studio offers a free tool to import mixamo animations directly on the UE4 skeleton easy and fast.

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hm… I just saw explanation video about terriblis, i´m not sure if it will work for any model or just the one provided by them (the UT4 skeleton)… I will give it a try, if it works for any other model, it might be helpful.

Hi. As the author, I can probably modify the converter so that it is less restrictive on bone names, but:

  1. Once you import the Mannequin-based animations, you can easily retarget them to any character inside UE4, with some control over the bone correspondence and also some minor pose adjustments.
  2. You cannot just upload "any model’ to Mixamo. The uploaded model not only needs to have the right number of spine/neck/arm/leg sections, but also a bunch of extra leaf bones (fingertips, head top and toe ends). Without those extra bones, Mixamo will not animate the fingertips, the head and the toes.
  3. So in order to cover “any model” I would have to provide a “pre-processor” for your character FBX, that adds the extra leaf bones (and renames/reparents the other bones according to the conventions). I do not really want to do that, though. But you are free to do it manually in the 3D tool of your choice.
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