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Mixamo_converter Alternatives
Similar projects and alternatives to mixamo_converter
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Bandai-Namco-Research-Motiondataset
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Hence, a higher number means a better mixamo_converter alternative or higher similarity.
mixamo_converter reviews and mentions
Posts with mentions or reviews of mixamo_converter.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-08-23.
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hey everyone here's the monkey animations for the remake
In case you turn it on, and the animations become weird, there might be some troubles with the rootbone for the skeleton (some Mixamo animations are actually missing a rootbone) There's a great adon on blender for this: https://github.com/enziop/mixamo_converter
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Where I can get free animations packs?
There is Mixamo via Adobe as a source of quite a few animations. A free tool is available to specifically tweak those animations to work with UE called enigmatically; Mixamo Converter; https://github.com/enziop/mixamo_converter/
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How do I get mixamo animations characters which I’ve retargeted to another mixamo character within unreal to not have deformed wrists?
I'm a NooB, but I used Mixamo Converter. https://github.com/enziop/mixamo_converter
- I made a free addon to make an animation in place easily rather than using the graph editor every time.
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( Help needed ) URGENTLY!
Your problem is that even though you properly retargeted your animations, your target skeleton, aka the mixamo skeleton you are using, has its own bone names which differ from the standard unreal rig bone names. Your options are: - go into the animation BP retargeted on the mixamo rig and set the proper names wherever needed... which I highly discourage you to do because A) it's a lengthy tedious process, B) I'm assuming you are probably unexperienced with advanced scripting in the animation, and C) as explained in the next bullet point there's a one-button solution for this - download the latest version of Blender and this plugin https://github.com/enziop/mixamo_converter It'll literally take your character fbx/obj file and convert all the bone names (be sure to tick the option box for that) with the ones used by the unreal rig. At that point you can re-import that and retarget the default ALS to it and it'll work since it's the name bone names. Also it'll properly set up the skeleton for root motion, which Mixamo rigs aren't by default, meaning animations will actually look right. Also if you need further information this is the first result I got on youtube regarding step by step tutorials on how to use it https://www.youtube.com/watch?v=nDLVw535R8Q
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Animation Pipeline for 3rd Person Action RPG?
I use this blender plugin to make mixamo assets ue4 ready https://github.com/enziop/mixamo_converter what it does is, it sets up multiple animations and models at once for root motion, a process which otherwise would need to be done by hand and would take quite some time when you have lots of them once an asset has been set for root motion you can enable root motion on that asset when you import it in engine by ticking a box on the left panel of the asset window when you open it after importing it. Blended animations like a movement cycle will stay in place, while in montages the movement present in the animation will override the character movement, making the end result look more natural.
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Trouble importing mixamo animations
Mixamo does not provide root motion support by default, likely there is a one button plugin for blender that can make all files you download from mixamo Unreal-ready automagically https://github.com/enziop/mixamo_converter If you struggle to understand how it works look up mixamo blender converter on youtube
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Stats
Basic mixamo_converter repo stats
7
627
0.0
3 months ago
enziop/mixamo_converter is an open source project licensed under GNU General Public License v3.0 only which is an OSI approved license.
The primary programming language of mixamo_converter is Python.
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