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When I exported the OBJ model to ADOBE FUSE with zip before, I could use it in Mixamo. But right now I can't. He said the skeleton map cannot be extracted. Even when exporting, I can only get it as OBJ. I cannot export the skeleton separately. Mixamo does not accept this situation. Can you help me?
ERROR: ' Unrecognize file format ' while importing .FBX into Autodesk Maya 2023. Fix?
So I've been trying to get my FBX to work with the auto rigger but am not having any luck. It was previously rigged with mixamo but I've removed the armature and all the vertex groups and am trying to rig it with mixamo again with no luck. The auto rigger still thinks it has a skeleton. I'm attaching the model to this post, can anyone help me out with this? cheers
Please, someone knows how to solve this one? Thanx!
Hey, any idea why my model might turn into this little blob of vertices? In the preview it looks all right but after it's been procesed it looks like this:I'll appreciate your help
I have an fbx file that I upload to miaxomo and from there I give it any animation, except for the hands, everything turns 180 degrees. I downloaded it from here: https://sketchfab.com/3d-models/pizza-tower-peppino-33c8e05a5aff4b7586388e2cedce19e6 What should I do to turn everything around?
Hi, I have a copyright/licensing question regarding the use of mixamo animations in machine learning. I run a research project (at university) on human movements during everyday activities and stressful situations, using the teaching of neural algorithms. Can I use the animations from the Mixamowebsite in this situation? Thank you in advance for your answer.
Hello everyone, I am in the middle of my animation made in Autodesk Maya and I need few more characters with face rig. Because the fuse was shut down, I can not rig the face rig.Would it be possible to copy face rig from older characters (made before Fuse was shut down) into new characters and rig it with Mixamo auto control rig?Or is there any other way how to do the face rig? Please help me, I am desperate.
I've been trying to find a working script for auto-face rigging for a few hours. I made a character in Fuse, brought it in Mixamo to rig it, and used this script provided is this video to make the controls. The body controls work great, but the script did not provide the face rig too. I was looking at other videos for scripting face rigs, but they did not work. Does anyone know a script I could try for Mixamo rigs in Maya or know an easy way to rig a face?
I understand the 'Send to Aero' function was removed recently because of the FBX to GLB redunancy. Was this mainly done for desktop users?To my understanding the mobile iOS version of Aero doesn't allow FBX to be imported. For us mobile users this is an inconvience to work flow, because now if I want to use a Mixamo animation I have to donwload an FBX and convert to GLB before I can upload it to my creative cloud. Am I wrong about the mobile version not supporting FBX? Will there be an update so mobile users can import FBX?
I work in an internal network office with a firewall. You need a whitelist and port for mixamo.Our network security officers are requesting mixamo whitelist addresses.So, I want to know the information necessary to use the service after accessing the mixamo website and logging in.
I've tried multiple times of adjusting the markers to no avail... If I can get this to work it would save me for my finals. Not sure what I'm doing wrong.
Hello,Kind of a click baity title but my questions are:1. Is there a resource where many characters in Mixamo were already animated and rigged and work Unrea; Engine?2. I suppose there isn't. If so, is it legal to do this and post it for free for people to use? Because on the one hand Mixamo made all the animation and characters assets but since so many use them I wonder why there isn't already a pre-made bundle or marketplace content with these charcters and animations intergrated into Unreal Engine...Of course it can only happen under MIT license and non-profit in any way. Thanks! Thanks!
generally mixamo works properly: I can upload characters, search for animations and choose them, and they will be correctly shown on my model, but when I try to download the animation, mixamo crashes, like there is an internet issue, but as I checked, my internet seems to be ok. I also checked if the windows firewall is blocking my browser and it's not. Tried different browsers - didn't work either. But for some reason my friend can download the same animations using the same models as I, although we do everything identically.
Hi Community,I got an error in Blender 3.3.1 when I merge the multiple mixamo animations.Error is: NoneType has no attribute 'frame_range'Please see the below attachment..Thanks & Regards
ihave proplem in maximo https://drive.google.com/file/d/1RrB0gV_iGh5VQdmcC8IgbAfevdSu1a8B/view?usp=sharing pls fix the proplem
Eating and more drinking animationsPistol reloadRevolver reloadShoot self in headGiving hugReceiving hug
Hi folks,I am facing a very basic problem.I am trying to upload a 3d character.Its basically a handwash bottle with hands and legs with my brand label on it as a material...None of the animation softwares are able to take in my file with the label when i try to upload it in .fbx format.The other allowed formats are .GLB .VLM and .OBJ...any idea how i could get this to happen?
I'm trying to prepare a "read-to-use" human character with rig, so that I can import it into Mixamo and download the animations I need at any time. I tried and I realized that when I upload my model to Mixamo, and then download it as an FBX an reupload it to Mixamo, it reads the armature perfectly and I can simply choose a different animation to download. The thing is that I would like to correct the bone weights in Blender (because the automatic weight from mixamo are really good but not perfect) and THEN use the corrected rig to download new animations. But every time I try to reupload to Mixamo after exporting from Blender, it is unable to read the armature and it asks me to assing the bones again, which makes correcting the rig useless... Is there a way to make it work? Could it be fixed by changing Blender's export options? The only thing I touch in Blender is the weights, I don't change anything else.
Hi, here catch the error.
Hi Mixamo Community,I've tried to upload a rigged model to Mixamo to retarget and animate - however when it is imported, it's not imported correctly as it only shown only face of the model. The same happens when I import it unrigged:Is there anything I have to optimize for the model in order for it to work correctly?This is my modelhttps://drive.google.com/file/d/1OXScgiSTPi0Egu8lKSgXoKNPIudym9nO/view?usp=sharingAny help is greatly appreciated. Thanks.
This is my model on blender, when i export to mixamo everything looks ok but after the rig is complete im getting this
When I try to upload the model it's saying "unable to map your existing skeleton" I'm using the fbx file format.Here's the model in BlenderI downloaded the model from a website called "The Models Resource" which has models ripped from video games. This is the Sonic model that I used, the game it came from is Frontiers, the latest Sonic game ever made.
To who may concern,I am an undergraduate student at National Tsing Hua University. I am currently working on a project that involves generating a set of point cloud datasets. We plan to capture avatars and animations from Mixamo.According to the following website, it says:You can use both characters and animations royalty free for personal, commercial, and non-profit projects including:- Incorporate characters into illustrations and graphic art.- 3D print characters.- Create films.- Create video games.https://helpx.adobe.com/creative-cloud/faq/mixamo-faq.htmlCould you please clarify whether it is permissible to post-process the 3D models and use them for academic research purposes and share them with my colleagues?Thank you for your time.Sincerely,Yuan-Chun Sun
Hi Everyone,I'm, working on a character in blender and trying to rig in Mixamo, but every time I save the character out as an fbx it imports into Mixamo really small. This is shown on the auto rigger screen. I've tried applying the scale in blender, increasing and applying the scale, and increasing the scale in the export options, as previous posts have mentioned, but nothing seems to work. Any ideas?I've used the same characters previously which imported fine a couple of months ago, but after testing them today they seem to have the same issue.Thank you
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