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Current Mixamo add-on version 30377 doesn't work in Blender 4.0 beta. Maybe developers could fix something in the code. It will be very nice. Yeah, this version of Blender still in beta, but the release on November 7th and it needs to be ready to work. Thank you!
I have a problem, Why the problem, i have a blender 4.0. Thans
Hi, I downloaded my rigged character from mixamo, opened it in C4D. Sometimes the rig won't bind to pose, but the new character rig will match up with it. Sometimes it does bind to pose and the character rig will match. I did the retargeting and added the object to the weighting control. The new rig is often hidden inside the character and I have to scale the root, but that doesn't change anything. But, yesterday I could move my object and I don't know why it's not working today. Does anybody have any ideas? I've only started rigging 1 week ago and I don't know why the mixamo rig won't bind to pose some of the time and why the new mixamo character rig won't move the object. Pictures: adjusting looks fine to me, binding, animate with controllers hidden, animate which looks good to me but isn't moving the object and when it was working. Thanks
Hey everyone, I've been modeling a character for my game and came across this problem with my mesh. I couldn't figure out the problem so even remodelled the whole thing, and its still happening? Does anyone know how I can fix this?Thanks.
Hi, so I have this problem whenever I try to download an animation it shows me this error saying "ERROR occured on export: Unknown error while generating motion" and "Unable to download this asset".I've tried everything, but nothing works. Could someone help me? I'll attach my model so someone sees if theres a problem. [ignore the name, please]
I have a problem importing a second animation:First I uploaded a model, use the auto-riging and chose the "Catwalk Walking" animation, download the fbx importing into Blender and it works wonderfully.But then when I download another animation with Mixamo, I download the "Crawling" animation (Without Skin), then I import it into blender and with NLA I try to add it to the existing Armature, the bones do not match, I don't know why.Could someone tell me why this happens?I'm newbie.
Hello! mixamo animations become broken, bones positions and rotations become incorrect, previously not reproduced, now reproduced on multiple animations. Happens after export
While I can see the Iron Man character I downloaded from sketfab textured correctly in blender, I cannot upload it to Mixamo in a textured manner. I tried copying with fbx and it didn't work, I tried zip and it didn't work. Can anyone help, thank youcharacter link I downloaded this blender zip : https://sketchfab.com/3d-models/iron-man-1a21e1b8f2844956a30d28838d5f816a
Hello. I recently starte blener and wanted to try a little bit of animations from mixamo. After importing my character using a FBX file it all seems right except the hands, they are weird. I spent 2 hours trying to find the problem, rigging the character multiple times but cant find the solution. Can anybody help me ? Thanks .I attached the fbx file.
Hi, I've been trying to fix this for hours so I'd really appreciate if I could have any help. When uploading my rig, it doesn't move at all, and this is what it looks like. I attached the FBX as well.
Hi, Trying to upload a fbx character to Mixamo auto-rigging and having no success.Please see pic of upload character window after upload. fbx file also attached.
Hey there,im currently working on an Unity project using my Quest 2. Im using about 20 Mixamo characters in an audience. 5 of them are moving, the other 15 also have another animator applied to speed 0 and set to static. Running the application i have massive lags. If the 15 static characters are disabled, the game runs just fine. Is there a way to use mixamo chracters + poses without any kind of animation, so the perfomance stays good?(Btw im new to unity and mixamo, please be kind if im missing some obvious settings)
So my problem is when i'm importing my model from Blender, part of it becomes invisible.Here's demo:[in blender] ->[on mixamo] ->All I can assume is that it is related to Weight Paint in Blender. I need some help with it.
Can you improve your tool to use many different types of armatures, for example for Roblox armature, when I used https://helpx.adobe.com/creative-cloud/help/mixamo-rigging-animation.html ?
Problem with Mixamo hand rigHi, i've been getting into low poly modeling and i rigged my character using mixamo and everything seemed fine at first, so i adjusted some bones, weight painted a little etc. but when i came to the hands i noticed a problem:the bones of one finger behave weirdly and when posed deform the mesh a lot..in the first picture you can see how the other 3 fingers behave when i move a bone (it just moves the red bone, yellow bone doesnt move) in the second picture you can see that when i move the red bone the yellow bone is connected to it and moves too which causes deforms when posing 😕😕any help would be appreciated ❤️
I installed this addon and when I uploaded the picture and click on it to make plastic for the model, except for the picture there is nothing there on version 3.6 does everything work?Help with the error
Dear community, after i spent half a day trying to solve this issue, i need your support. I want to animate a custom character (.fbx) via Mixamo. In the preview, the model looks fine, also with animations. But after i download, the .fbx file it looks like the mashes get totally mixed up. This is the character in the preview: And this is how Mixamo exports it: Any suggestions what might be wrong? Thanks and best regards
Whenever I use the built-in mixamo characters as vessels for the animations I download, they get applied to the armature with the hips bone having the most fundamental position/rotation track.However, if I upload my own characters and download the animations on that character instead, the hips bone gets no animated track at all, and instead the fundamental position/rotation is animated on the Armature node itself. See images below. How can I force the same structure for custom characters as with the built-in characters? Some context: I've been struggling to perfectly retarget mixamo animations to another model. I found that I only get the animation to match perfectly on my own model if I upload it to mixamo and let it retarget. However, then the actual retargeting in the 3D engine fails, I suspect because of this discrepancy detailed above.
I use `Threejs` to import my rigged character and animate it. I need to compute the bounding box for the characted to detect some interactions. But the bounding box is too small and doesn't fit the character's actual size. Sometimes the bounding box is incorrectly placed or rotated too.
hello, my character have a few bones, is any way to i export my character and selected animation with their bones ? when i select "Enable Skeleton View" It shows me the bones of my characterbut when i export my character with selected animation. My export character bones are too much like default mixamo bones
We are releasing the source code on github of a blender add-on to create small rigid body animations for export. Source code: https://github.com/LightcraftTechnology/Skin2SolidYoutube video: https://www.youtube.com/watch?v=ErP9vzjI9rA&t=212s Source code:
When I load my custom character into Mixamo and place the points, I get a message saying "Unknown Error while generating motion." can some body help me I read some post of people having the same problem and I tried The solutions but i'm still having the same problem.
I know this question has been asked alot, but no idea how to fix it for this model, any suggestions? please 🙏
I understand this has been asked a lot but really have no idea why the model below can't be rigged. Appreciate some help and guidance.
Just wanted to see if this could be something that is easily fixable. The rest of the addon works great, however when I try to use the Snap Anim IK-FK tool it throws this error: Python: Traceback (most recent call last):File "C:\Users\user\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\mixamo_rig\mixamo_rig_functions.py", line 205, in invokeself.frame_start, self.frame_end = action.frame_range[0], action.frame_range[1]File "C:\Program Files\Blender Foundation\Blender 3.6\3.6\scripts\modules\bpy_types.py", line 861, in __setattr__return setattr(properties, attr, value)TypeError: bpy_struct: item.attr = val: POSE_OT_mr_switch_snap_anim.frame_start expected an int type, not float
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