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Hi, I created a simple character in blender and exported it as .fbx-file (see attachments). Now I am trying to upload my character to Mixamo, but it removes faces/vertices from the head everytime. How it should be (viewed in Windows 3D viewer, no problems there):How it looks after upload to Mixamo:It is always the same parts that get deleted. Same happens if i try to export and upload the char as .obj file. I tried moving and changing a few vertices but to no avail. Thanks in advance,Lance
I noticed that many years ago BVH file format was available for export. Why did they stop supporting it? It's sort of a standard file format for MOCAP! Any idea how to batch convert BVH without headaches?
The animation thumbnails paly slowly and same in the main viewport, animations are either slow or skippy so I can't get a clear view on animations, however in my laptop the website performs brilliantly as it had been before.Main PC specs:CPU: i7 4790K 4.00GHZ, RAM:16GB 2400MHZ, GPU: Strix Asus GTX 1080ti (Mixamo performs badly)My Laptop specs:CPU: i5 5500U, RAM: 8GB, GPU: Intel HD Graphics 5500 (Mixamo performs normally)
So before uploading my fbx file, everything looks fine. But after downloading it from mixamo the beard, eyebrows and kit are way different. I am new to Blender so can someone please help me out!
I've tried several different things to see if I can get textures on mixamo but my model just comes up as grey and I don't know what to do next. Please help
Hiya i have an issue mapping to a fbx model, when i export the model as obj it works fine no issues however when i export it as fbx it has issues.
上传的模型加载出来是东方
I would like to join 2 animations together to create a sequence.Is this posible or do I need to do it some other way?
Hello everyone!I'm new to 3D. I have a model in a blender: https://drive.google.com/file/d/18Iazv0pHK972u4aZmNTSX5EYWx68y_ey/view?usp=sharing Exported the model from the blender in the format.fbx, but when loading the fbx model in mixamo throws an error "Sorry, unable to map your existing skeleton." I have already read similar questions here, tried to remove textures, turned off the camera and light when exporting, but without success. Help me figure out how to properly export to .fbx for mixamo without this error?
Hi All,When i upload my basic low poly model (56 tri). It rigs nicely and shows great animations but when i export to fbx, the mesh is lost 😞 Can anyone guide me to fix the model so exports correctly or provide a ultra low poly model that supports the rigging with exported mesh? Thxslyi
Hello there,I have a 3D Character, I want to rig it in mixamo so I can use the mixamo animation library.The Auto rig has some mistakes so I want to improve some weight painting and bone placement in Blender.After these I'd like to reimport it to mixamo the cleanly rigged character so the animations will match better.I am using the Mixamo Add-on to create a control rig and zero out the rig. I have been following this tutorial Mixamo & Blender #2 - Advanced Workflows (textured models etc.) (youtube.com) and I have seen other resources where they easily re import a mixamo rig.My steps : Upload the character and placed markersChoose an animationdonwload FBX with skinZero out Rig and Create a control rigExport with these settings (please see image) as suggested in the tutorialreimporting into mixamoI get the error message I want to understand why this is not working before to waste time on weight painting.Do you have any possible solution or wo
Hi there!I am using a Mixamo character in blender. I used the Mixamo control Rig plugin. I then mixxed mixamo animations with custom animations. This is to be used in Unity With the Humanoid set up. The character in Unity is a CC3 generated character. My issue is that even though the animation in blender works and looks as intended, during the export, the fbx skeleton is wrong and the animation(s) is distorted both in unity and in an empy blender project. Basicaly the problem is on the fingers and legs.Any help will be appreciated.
What happened to the police officer character in mixamo? Don't tell me Adobe is "defunding the police" too. Please put him back.
I don't know why can't generation medal TwT
I recently created an obj file of myself and I was using Maximo to position my character. Is there a way to save a single frame of the animation as an obj file so the model will say positioned? I am trying to save it as an obj file so I can 3D print it. Thanks
Tested on iPhone 12 and iPad Pro. Auto rigger does not work on touch screens - there is a bug in the joint assignment page where touch interactions are not detected. Over 60% of internet use is now on mobile devices. This should not be broken.
nice to meet you. I have a question about mixamo's copyright.If I use motion data in my own 3DCG model when producing commercial animation, won't it be a violation or cause problems?There was no mention of animation production in the terms of use, so if anyone knows anything about it, I would appreciate it if you could let me know.
i am trying to uplaod my character to mixamo but it is uploading pitch black, none of my textures are loading at all, what do i do ? Is there a certain shader that maya takes the face is the exact same material and shader as the handsthough
So , I'm trying to open a dae file from mixamo in Photoshop, but it does not work. Photoshop refuses to open the file and gives me an error "Could not complete your request."Any solutions?
I want to transfer the character with his hair as fbx, but the hair does not appear when I transfer it as fbx, what should I do?
when I put .obj, .mtl and texture files in a .zip archive and upload this file to Mixamo, the error "Sorry, unable to map your existing skeleton" appears. I have attached these files below (I also tried using fbx format, it did not help). This 3d-model is generated by a neural network, if that matters.
I'm sequencing together a series of animations based on the 'Idle' positions of both male and female characters and running into an issue where the feet alignment are just a little bit off in each animation. So even though the rest of the body smoothing blends between the different animations the feet slide around a little bit like a break dancer. I've found the 'Breathing Idle' is the best animation that matches the rest of the stationary ones but it still slides a bit.Is there a way to maintain feet position or is there something else needed.
I have a character with a pronounced jowl I would like to rig for animation. Rigging the model myself in blender is inconvenient after uploading the mesh and downloading it with mixamo's skeleton embedded because there's too many complicated obstacles. Blender's "Anim-All", which I thought was the saving grace, didn't help because FBX doesn't export mesh that dynamic. Alembic exportation worked but the color is lost. What am I supposed to do here? I have a game where I want the character to have jaw movements for talking and roaring. Can Adobe include a skeleton that allows for jaw movement?
Rifle idle animation and other rifle animations have the left hand twisted.I switched to another character with the same animation still getting the same error.Other animations like dancing, jumping.etc. has no problem.Please fix this.
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