『アドビコミュニティフォーラム』に質問/トピックを投稿する方法
Questions
新着順
HelloDoes anybody know when/if Mixamo will be releasing the auto rig feature for quadrupeds, in addition to the animal animations? They have been talking about it since 2010 (https://www.prnewswire.com/news-releases/mixamo-extends-offering-to-include-animal-motions-92300849.html), but I can't find anything about it any more. Thanks for your help !-Paul
I import my rig, select an animation, and it goes to a loading screen, ive been on it for 10 minutes, nothing has changed. Ive attached the rig im using below if any of you want to try.
Please fix Mixamo, it continues to give errors. It does not accept FBX or Obj files larger than 20Mb since yesterday.
Hi all,I created emoji character in blender & it has only head, hands & legs. Can I do auto rig by putting markers to the character without groin marker and will mixamo do auto rig for the character.
Dear all,I have downloaded various characters (in DAE format), and uploaded them in Xcode Scene Editor.There I noticed that the same nodes (e.g. mixamorig_Spine.Spine1.Spine2.RightShoulder.RightArm) have different orientation matrices. I checked the source code of the DAE files and indeed that is the case.Hereafter the matrix of the mixamorig_Spine.Spine1.Spine2.RightShoulder.RightArm from different models:"remy"<matrix>0.1834024 -0.9826105 0.02854819 -26.332290.9736248 0.185579 0.1326078 0.6125793-0.1356041 0.003474758 0.9907227 -5.4230170 0 0 1</matrix>"Ch03"<matrix>0.9999421 0.001320216 0.0016
Mixamo does not accept the same file that it accepted me yesterday. I am trying to upload an Obj file. Mixamo tells me that the file has bones, this is impossible because it is an Obj file.The file is approximately 71 MB. I've uploaded it before. I use Mixamo almost daily.I tried uploading a very simple file of only 357 KB and it accepted normally. My deduction is that Mixamo is having problems.
hey, i was wondering how / if you can import animations in blender so that two animations on the same character models can run directly after each other with a smooth transition. eg a at the end of a running animation it then follows on with a say a dieing animation.if explanation isnt clear just say .any feedback appreciated.
Hello there, I am trying to animate Olaf with Mixamo but the auto rigger doesn't recognize the body parts of Olaf and sends me back a error message saying I have to place the markers on the body (which I did...) The thing is, his arms are so thin that it might be the reason why the auto rigger doesn't work. I also tried the skeleton LOD to no fingers to lower down the skeleton details but I still have the same error message. Do you know how I can solve this issue please? Many thanksSarah
Hi, I really enjoyed Fuse and I'm disappointed Adobe discontinued it. Animations I made using the product made their way on to network broadcast television shows. Using mixamo.com is a partial solution. I can select a character, apply motion and save an .fbx file. I cannot render it in Photoshop any longer, and from what I see Adobe Dimensions is intended for static 3D images. Fortunatly I am able to render the fbx files in another 3D animation tool. However, Fuse had some great added features that have now appeared to vanish. The top two for me are:• The ability to customize a character prior to "baking" it into an .fbx. One could add and remove hats and glasses, change facial hair, skin tones, clothes. This feature seems to be missing on the .com site.• It seemed that Fuse had a more robust library of default characters AND in Photoshop, more options for motion tracked movement. Will either (or both!) of these freatures make their way onto the Mixamo.com web site?
I see some non-ragdoll models in animation pages.
Hi, I am using some of the free mixamo animations on the generic male/female character for some of my R&D in Autodesk's Maya. I wanted to share my example maya files with some mixamo samples embedded/included in them with the Maya user community. These would be shared for free and at no profit to me and with specific mention of Mixamo's website for the source of the animation samples. So, I was wondering if that's permissible under Mixamo's usage terms?This page seems to have some Adobe specific terms and conditions (clauses 3.5, 3.6, 4.3(A)) which are a bit wide ranging but it's not clear to me if I can do what I outlined above. Can somebody from the Mixamo or Adobe team please chip in and advise?Thanks,Sachin
For greater flexibility I would like to add my own animations to those available in Mixamo ( for the same character built by me in Blender ). The point is how to best do that. In fact I would like to use my own rig in Mixano but if I try it does not work well ( I have problems with the arms ( only with them and I can not understand why: they always cross each other even if they are not rigged ). On the other hand it seems that I can not import any of mixamo's rigs ( just their skeleton ) if I decide to rig everything inside Mixamo ( and without rigs, building my own animations in Blender is then much more difficult ). So how to solve the problem ?
I stumbled across this online tool which allows you to import a T pose and then add animations which it then combines and allows you to export.https://nilooy.github.io/mixamo-animation-combiner/But the combiner only seems to work for the Mixamo Michelle model. I've tried at least a dozen other models and they all import with really bad texture glitches. This tool would be much easier to use then Blender so can anyone shed any light as to why Michelle textures properly but other Mixamo characters don't? Thanks and Peace.
HelloI am a new user of Fuse.i installed the program from creative cloud and it did work well at the first time when i tried to build a character.but after that when i tried to change the feature of character,the adjstment sliders were just locked and it wasn't moved at all.i searched a lot on adobe supprot community but every post that has same problem as mine were all removed.
hi,i am a 3d artist and want to create some charecters. i came across the application fuse CC. And now its discontinued so i cnat use it. the only way tro use it is the 2014 edittionb which is outdated and doesnt seemlessly work with mixamo.the sad thing is adobe bought mixamo's fuse in 2015 and now it has been discontinued. fuse was a great tool and adobe were stupid to get rid of it if anyone has a link to download the CC edition of fuse i would be very happy! thanks
WORKFLOW for 3D Objects from VR to Aero SculptrVRexport as .fbx, upload to Mixamo to animate, download .dae file,upload to assets.adobe, not zipped, open from Aero, play animation.(Keeps colors fairly intact) (open .dae in PS to change colors or animation)OR export as .obj, open in PS or Dimensions, Send to Aero (a 3D still) Gravity Sketchexport as .obj, (mesh/vert type) unzip .obj, open in PS or Dimensions, Send to Aero (a 3D still).OR as unzipped .obj file, open in Dimensions, resave as .obj, upload to Mixamo, download as .daeopen .dae in PS to change colors or animation, Send to Aero (or upload .dae to assets.adobe)OR export as .obj (as a zipped file), upload to assets.adobe, open from Aero(doesn’t like unzipped obj)(a 3D still). MiscMake sure all files are oriented properly.Dimensions .glb files can be uploaded to assets.adobe.“Play images” for animated .gifs in Aero.“Play animation” for Mixamo files.Photoshop layers can be spread apart in Aero.Make your own rigging
If I use Mixamo, do I need to indicate the license? If you know anything about this, please let me know.
Urgent! After the Mixamo FBX SDK update the FBXs are no longer importing in to Daz3D - what should we do?!Is there a way to access the old FBX types? Thank you! On a deadline!!
HiI was able to get Fuse on Steam and rig/animate them on Mixamo.But I'd also like to use some of the existing models from Mixamo.Mixamo only exports fbx and dae.Fuse only imports .obj.I tried to convert the mixamo animation fbx (with skin) to .obj using the Autodesk fbx converter but it failed with the error message "not enough parameters".Sort of ironic that models created in Fuse and rigged in Mixamo can't be imported back into Fuse?Or is there an easy way, without Blender, to convert Mixamo into an .obj that can be imported into Fuse.
i need help~~~when i was sign in mixamo,a erro has occurred,this is erro code:5fda8c16-f739-4e98-9b8b-5dba326c8698 what should i do?
I am looking for a 3d modeler who can develop several characters such as "Ortiz" and "Big Vegas", is there someone here capable of doing them ??? Thanks a lot
I want to make a voxel art game. With different costumes for the character. On some of the armor, I have a strip that would be nice to make with cloth. I have a question: can I do this in mixamo, unreal engine 4, or is there some program where I don't need to learn anything and I can immediately turn something into fabric and somehow tie it to the model?PS I know, not quite everything on the topic of the forum, but where else to write it.
Hi, I've been using exported mixamo animations to animate characters in Unity but it seems that the 'FBX for Unity' export option has been removed since Mixamo recently updated to FBX 2019. The 'FBX for Unity' option included Root Motion data but it appears that the new FBX 2019 option doesn't. Can you please let me know when Mixamo will be reintroducing this export option or if there is a workaround for me to add root motion data to the exports? Thanks
I have been testing importing several different animations using multiple characters and the downloaded FBX file does not import into UE4 4.25 or 4.26 correctly. The character either does not import at all or the movement tragectory is only along the Z axis. In addition, the material texture does not get applied correctly often missing textures. I suggest offering the ability to download FBX files in various versions. This would solve several problems for all users new and old alike.
Hello! I am creating a game using Unreal and, as I am not able to model charcaters, I use Make Human which is quite easy to use. My problem is strange, as sometimes, importing my character to Mixamo works. Some other times, during the uploading, my charcacter appears transparents, and some other times, the rigging process will time out and fail, sending me back to the screen where I have to place the circles on my character. I can try again as many times as I want, after an interminably long loading, I am sent back to this screen... And some other times, it will work without problems! The way I work is always the same: I create my character on Make Human and export it as Make Human exchange (Without skeleton) to Blender. From Blender, I export it as a .FBX or .OBJ formats, both of them showing the same results on Mixamo. They can work, they can fail, and I don't understand what parameter will decide for a go or a fail in Mixamo's processes... Could someone help
Remix with Firefly Community Gallery
Thousands of free creations to fall in love with and remix in Firefly.
すでにアカウントをお持ちですか?ログイン
アカウントをお持ちではありませんか? アカウントを作成
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.