enziop / mixamo_converter Goto Github PK
View Code? Open in Web Editor NEWBlender addon for converting mixamo animations to Unreal 4 rootmotion
License: GNU General Public License v3.0
Blender addon for converting mixamo animations to Unreal 4 rootmotion
License: GNU General Public License v3.0
I'm not a Blender expert but I followed your directions. I'm getting a warning saying I need Blender 2.8x our better to use the add-on, but I'm using 2.81a.
The add-on is supposedly activated but it's not showing up anywhere in the appropriate menu. Please advise if this is an issue or user error. Thanks
The left foot bone is upside down after conversion.
To fix it I have to reimport the mesh file, set the roll value of the left foot bone to -180 and export/overwrite the mesh file.
Hello, Im still new to using this but im getting a weird leg rotation on Mixamo ANMI when I import them.
It seems like the right leg is always twisted inside out and the rotations throughout the Animation are messed up. but only for that leg
AS unreal engine user
I WANT TO convert bones names to unreal ones.
SO THAT re-targeting animations can be done with a simple click.
Reference for mapping mixamo bones to the unreal skeleton can be found here:
https://docs.unrealengine.com/latest/INT/Engine/Animation/RetargetingDifferentSkeletons/
Am I missing something here? Is there a certain naming convention the anims need to have for it to work?
AS user
I WANT TO have mixamo_converter able to deal with bones prefixed with "mixamorig_" beside the standard "mixamorig:"
SO THAT the converter can handle mixamo skeleton in collada files too.
Why collada? Mixamo exports characters and animations to FBX and DAE (collada) files.
Collada files have correct vertex weights, FBX do not (see story #11).
Bones in FBX are prefixed with the string "mixamorig:" and in DAE files they start with string "mixamorig_"
.
I've found a link to have blender's plugin compatible 2.7 and 2.8.
See https://theduckcow.com/2019/update-addons-both-blender-28-and-27-support/
In Mixamoconv file hipname is a byte string and it cannot be use to search in the dictionary.
hips = root.pose.bones.get(hipname)
This trigger an exception.
Error reported by user:
https://ibb.co/cZR3Hc
Hi, I found a problem with this add-on. I am using the add-on to create a root bone to the skeletal mesh rig abd the animations. However in Unreal Engine 4.16 the character is scaled up to a giant when I enable root motion. Is there any specific export settings I have to use?
/Dave
Hi,To be 100% fair this might not be a problem with this addon, I am a total novice with animations.
I have converted a mesh from Mixamo, and 3 animations, all the animations begin with a T-Pose in UE4.23 when I am previewing them. Maybe this is normal, or a UE4.23 thing, or maybe it is how Mixamo exports them, but the Animations on Mixamo website don't begin with T Pose.
Apologies if this is not an issue with the addon.
Hello !
First of, thanks a lot for this addon, it could really save me a lot of time! I followed the video tutorial but upon batch converting the T-Pose file I get this message in the console:
Traceback (most recent call last):
File "C:\Users\Denis Jr Clement\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\mixamo_converter-master\__init__.py", line 275, in execute
ignore_leaf_bones =mixamo.ignore_leaf_bones)
File "C:\Users\Denis Jr Clement\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\mixamo_converter-master\mixamoconv.py", line 321, in batch_hip_to_root
for file in os.scandir(source_dir):
NotADirectoryError: [WinError 267] The directory name is invalid: 'C:\\Users\\Denis Jr Clement\\Desktop\\Mixamo\\T-Pose.fbx'
location: <unknown location>:-1
Any idea what could cause this ? I am under the impression that the spaces in the User directory may be the cause but I don't want to format everything without being 100% sure.
Thanks in advance for the help !
Vid:
https://youtu.be/BMacyJlq900
Same files as our previous issue. The hips are now converting flawlessly. Now it is the foot LOL.
correct animation mirroring for turn walkcycles
in blender 2.8, there is no tool shelve and i can not use this plugin.
I tried it and I tried doing it in many different ways. Please make more detailed instructions or a video (preferably start from download settings on the Mixamo website and end with a working root motion animation from Mixamo). I understood how to do the blender part but when I get to Unreal Engine I have no idea how to proceed. Thanks in advance. <3
at the moment, a single conversion leaves some actions of temporary helper objects in memory which can end up in exported fbx
I know an issue was already opened for this but there was not a useful answer. When I click batch convert after specifying input and output location it gives me the 'Hips not found' error.
just remove everything before first colon if there is one
Hi,
For about a month I tried to fix a problem with the bones but couldn't find any solution.
So here are some screenshots of the path I used to get this problem
First I download in Collada (Same with fbx. I used Collada because somethings I get a fail message with fbx)
Then I set everything right and remove Auto Bone Orientation
I import and link it to the UE4 skeleton
And here's the problem
Exactly the same result with Automatic Bone Orientation "on".
So now I don't know if it's my mistake or if it comes from the code.
Thanks!
hi there.
I recently used a plug-in for resource conversion and the following error "hips not found"
Mixamo converter crashes when converting old mixamo animations.
Here is the stacktrace
Traceback (most recent call last):
File "C:\Users\BigGoliath\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\mixamo_converter-master\__init__.py", line 247, in execute
ignore_leaf_bones = mixamo.ignore_leaf_bones)
File "C:\Users\BigGoliath\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\mixamo_converter-master\mixamoconv.py", line 238, in batch_hip_to_root
bpy.ops.import_scene.fbx(filepath=file.path, axis_forward='-Z', axis_up='Y', directory="", filter_glob="*.fbx", ui_tab='MAIN', use_manual_orientation=False, global_scale=1, bake_space_transform=False, use_custom_normals=True, use_image_search=True, use_alpha_decals=False, decal_offset=0, use_anim=True, anim_offset=1, use_custom_props=True, use_custom_props_enum_as_string=True, ignore_leaf_bones=ignore_leaf_bones, force_connect_children=False, automatic_bone_orientation=False, primary_bone_axis='Y', secondary_bone_axis='X', use_prepost_rot=True)
File "R:\Steam\steamapps\common\Blender\2.79\scripts\modules\bpy\ops.py", line 189, in __call__
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Traceback (most recent call last):
File "R:\Steam\steamapps\common\Blender\2.79\scripts\addons\io_scene_fbx\__init__.py", line 234, in execute
return import_fbx.load(self, context, **keywords)
File "R:\Steam\steamapps\common\Blender\2.79\scripts\addons\io_scene_fbx\import_fbx.py", line 2843, in load
_(); del _
File "R:\Steam\steamapps\common\Blender\2.79\scripts\addons\io_scene_fbx\import_fbx.py", line 2841, in _
blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene, settings.anim_offset)
File "R:\Steam\steamapps\common\Blender\2.79\scripts\addons\io_scene_fbx\import_fbx.py", line 676, in blen_read_animations
if id_data.type == 'MESH' and id_data.parent and id_data.parent.type == 'ARMATURE':
AttributeError: 'NoneType' object has no attribute 'type'
location: R:\Steam\steamapps\common\Blender\2.79\scripts\modules\bpy\ops.py:189
location: <unknown location>:-1
To reproduce the crash, please run batch conversion of a folder containing this FBX wheelchair.zip
Solution:
Old Mixamo FBX looks fine in blender only if they are opened with "Automatic Bone Orientation" option enabled and leaf bones disabled.
When importing a anim (attached) I get this error in he 2.8 branch
Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender\2.80\scripts\addons\mixamo_converter\__init__.py", line 366, in execute
quaternion_clean_post=mixamo.quaternion_clean_post)
File "C:\Program Files\Blender Foundation\Blender\2.80\scripts\addons\mixamo_converter\mixamoconv.py", line 496, in batch_hip_to_root
bonenames=bpy.context.scene.mixamo.knee_bones.decode('utf-8').split(','))
File "C:\Program Files\Blender Foundation\Blender\2.80\scripts\addons\mixamo_converter\mixamoconv.py", line 166, in apply_kneefix
armature.data.edit_bones[name].select_tail = True
KeyError: 'bpy_prop_collection[key]: key "calf_r" not found'
location: <unknown location>:-1
Hi, I have same error here: errors in line 292 and 425 of python script...using fbx. Using Blender 2.79b...now the plugin is completely useless...it could be a complete timesaver! Please fix!!! :)
hi, i have this error
Traceback (most recent call last):
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\mixamo_converter-master_init_.py", line 369, in execute
quaternion_clean_post=mixamo.quaternion_clean_post)
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\mixamo_converter-master\mixamoconv.py", line 453, in batch_hip_to_root
file_loaderfile_ext
File "C:\Users|AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\mixamo_converter-master\mixamoconv.py", line 425, in
use_prepost_rot=True),
File "A:\Blender\2.78\scripts\modules\bpy\ops.py", line 189, in call
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Traceback (most recent call last):
File "A:\Blender\2.78\scripts\addons\io_scene_fbx_init_.py", line 234, in execute
return import_fbx.load(self, context, **keywords)
File "A:\Blender\2.78\scripts\addons\io_scene_fbx\import_fbx.py", line 2843, in load
_(); del _
File "A:\Blender\2.78\scripts\addons\io_scene_fbx\import_fbx.py", line 2841, in _
blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene, settings.anim_offset)
File "A:\Blender\2.78\scripts\addons\io_scene_fbx\import_fbx.py", line 676, in blen_read_animations
if id_data.type == 'MESH' and id_data.parent and id_data.parent.type == 'ARMATURE':
AttributeError: 'NoneType' object has no attribute 'type'
location: A:\Blender\2.78\scripts\modules\bpy\ops.py:189
location: :-1
In Blender 2.96 after click the Batch Conversion Button i get the following errror message, independ of the file-type of the mixamo character (or others), fbx or collada:
Traceback (most recent call last):
File "C:\Users\helmut\AppData\Roaming\Blender Foundation\Blender\2.79\scripts
addons\mixamo_converter-master_init_.py", line 369, in execute
quaternion_clean_post=mixamo.quaternion_clean_post)
File "C:\Users\helmut\AppData\Roaming\Blender Foundation\Blender\2.79\scripts
addons\mixamo_converter-master\mixamoconv.py", line 406, in batch_hip_to_root
for file in os.scandir(source_dir):
NotADirectoryError: [WinError 267] The directory name is invalid: 'C:\Users\he
lmut\Desktop\FBX_Converter_examples\Pepe_Mocap.FBX'
location: :-1
I follow rhe tutorial at https://www.youtube.com/watch?v=D8nH2Yo9PT8 but with no Succes. What mean the error messages and how I to come forward ? Can you help me........
wudi34
at the end of my exception stack:
if id_date.type == 'MESH' ......
AttributeError: 'NoneType' object has no attribute 'type'
location: C:\Program Files\Blender Foundation\Blender\2.79\scripts\modules\bpy\ops.py:189
location: :-1
When I want to add root motion to my collada formated animation I get an fbx output for some reason.
When I try to convert it says the directory name is invalid: "c:\\Users\\UserName\\location"
I am using Blender 2.78. And the model I wanted to convert is in fbx format.
Hey after trying to install the addon for Blender 2.80 I saw it doesn't work. Could you please add support to it?
Example:
The Z axis portion of the Pelvis goes from 0 to -179 so it rotates almost 180 degrees when viewing in the Unreal Engine. This only happens in a few animations that have twisting flips or one that has a flip into a kick. The rest of the animations work great, even the forward flips and rolls, but these seem to constantly twist out.
I am using a FUSE autorigged character.
Vid:
Steps to reproduce this bug:
From mixamo select passive marked man character and T pose.
Download a collada file and try to batch convert it.
The plugin crashes.
Problem:
The armature to convert is "armature3" and "armature" is converted instead.
Workaround:
Import the collada file in blender. Select the "armature3" and click single convert. done.
I can see the plugin in Preference -> Add Ons, with a warning upgrade to 2.8x required, I am using 2.80 only ?
I don't see Mixamo anywhere in my 3D views. Please suggest.
The Animation is fine UE4 and Blender. When Root motion is enabled in UE4 the animation 'glitches' around the same time near the end of animations. Only seems to occur with animations with rotation. Running animations are fine with root motion. A root bone is present after conversion.
I have attached the TPose and rolling animation for the:
original files (.../Root Rotation glitch v1)
Converted with root motion disabled (...\Root Rotation glitch v1\Converted (With rotation disabled))
Converted with root motion enabled (...\Root Rotation glitch v1\Converted (With rotation enabled))
First, I would like to thank you very much for creating this Blender add-on. It really makes retargeting animations easy.
I've managed to successfully retarget a mixamo character to UE4 human rig. I've also retargeted several Third Person Animations to this new skeleton and I think they work perfectly. This are the main steps I followed:
Downloaded xbot female in T-Pose
Used the Convert SIngle option for converting rig
I imported this mesh skeleton, performed the retargeting process including retargeting the third person animations. Things worked perfectly up-to here:
The next section is where am having difficulty.
I did a batch conversion of the animations that I downloaded from Mixamo website. Just to confirm the conversion worked, I opened one of the output fbx animation files in Blender. Indeed, the bones were renamed as expected(including root) and the animation was working perfectly fine.
Unfortunately, when I import this converted animation to Unreal, I get this weird result that reminds me of the movie "The Thing":
Would you happen to know what I did wrong or if you have a solution for this. Thanks
I'm trying to convert a batch of animations from Mixamo and it's giving me this error.
Blender Version: 2.79.6
Traceback (most recent call last):
File "C:\Users\MRN\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\mixamo_converter-master_init_.py", line 366, in execute
quaternion_clean_post=mixamo.quaternion_clean_post)
File "C:\Users\MRN\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\mixamo_converter-master\mixamoconv.py", line 519, in batch_hip_to_root
mesh_smooth_type='FACE')
File "F:\Stuff\Nafil's Stuff\Blender\blender-2.79.0-git.5a6f1fa5637-windows64\2.79\scripts\modules\bpy\ops.py", line 197, in call
ret = op_call(self.idname_py(), None, kw)
TypeError: Converting py args to operator properties: : keyword "version" unrecognized
location: :-1
I was following this tutorial: https://www.youtube.com/watch?v=aTe_J2z0vLI&list=WL&index=47&t=0s
A few keyframes near the end of every animation glitch out when "Transfer Rotation" is selected.
I'm using Blender 2.79b
has to be checked how root motion is done in different animation databases
then maybe implement preset dropdown for different sources
if you export a rig without bindmesh, the restpose is not saved, resulting in wrong animations
solutioion: check if rig already has a bindmesh, and if it doesn't, add a simple dummy bindmesh
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