Is it possible to share a Mixamo character as a "Base Character" for a plugin I'm developing?
Hi all,
I'm an Unreal Engine 4 Technical Animator, and last year I released a plugin for UE4 called Rigel, which in short is an "All in One" full body motion capture plugin, supporting various hardware ( Vive Trackers, VR Gloves, iPhone, and so on ).
As of now the plugin supports only the Unreal standard skeletal hierarchy, but I'm currently expanding the possibilty to natively support hierarchies from major DCCs ( Blender, HumanIK in Maya, CAT from 3ds, Daz3d, and so on ), and I would also like to include Mixamo.
My question is the following:
I'm currently using the "Passive Marker Man" as the test subject for the setup, but I would like to also ship the updated plugin including this character as the "base character" for the Mixamo setup, which the user can later replace with another Mixamo character.
Legally speaking, it would be possible to do something like that? Or I can't share the character in any form using with my plugin, and I need to just ( for example ) create a custom character mesh and bind it to the Mixamo skeleton, so that it won't be something that I took directly from the mixamo website?
An official answer from Adobe would be great to clarify any doubt I have about it.
Thanks in advance,
Nicolas Esposito
