Skip to main content
Participating Frequently
July 21, 2021
Question

Blender Add On not Working?

  • July 21, 2021
  • 10 replies
  • 19579 views

Hi! I run a Blender YouTube channel (southernshotty) and was excited to do a tutorial on the new mixamo add on, but it's not currently working for me. 

 

I'm getting a recall error when generating the rig and it breaks the rig. Removing part of the arms.

 

I've tried it on two computers and three versions of blender. 

10 replies

New Participant
December 10, 2021

hi please help 

Im getting this error, tired all the fixes discussed but its not working 

 

Python: Traceback (most recent call last):
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\mixamo_rig\mixamo_rig.py", line 152, in execute
_make_rig(self)
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\mixamo_rig\mixamo_rig.py", line 1900, in _make_rig
add_arm("Left")
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\mixamo_rig\mixamo_rig.py", line 1882, in add_arm
add_driver_to_prop(rig, 'pose.bones["'+n+'"].custom_shape_scale', 'pose.bones["'+c_hand_ik_name+'"]["ik_fk_switch"]', array_idx=-1, exp="1-var")
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\mixamo_rig\lib\drivers.py", line 11, in add_driver_to_prop
dr = obj.driver_add(dr_dp, array_idx)
TypeError: bpy_struct.driver_add(): property "pose.bones["Ctrl_ArmPole_IK_Left"].custom_shape_scale" not found

location: <unknown location>:-1

 

 

 

New Participant
December 10, 2021

Blender 3.0 right? I get this same exact error with my model. Tried skinned, unskinned, with and without animation. Doesn't work 😕😕

New Participant
December 10, 2021

Does this work for you?

https://youtu.be/U-CKospurc4?t=88 

 

He literally just clicks it over and over again to "fix" it, but who knows?

New Participant
October 9, 2021
I will go crazy,,
Sometimes the error does not happen and sometimes it does.
New Participant
October 9, 2021
I think that some of the armatures in Mixamo have different names for the bones.. and here is the problem
schroef
Inspiring
October 11, 2021

Thats correct! ive seen this too, renaming does solve this issue

New Participant
September 26, 2021

I had this problem too my solution was to eliminate all wheight groups before upload to mixamo.
Also, be shure to delete all objects floating, empties and cameras before upload it to mixamo.

I would love to know if that was of any help to anyone!

 

PS: love your vids southernshotty!

Participating Frequently
August 24, 2021

How is this addon not working ... and Adobe isn't addressing it?

Participating Frequently
August 24, 2021

Probably because it's a free tool. I assume it's a ticket in some engineers backlog with low priority. I'm glad I was able to get it to work though because it's been super useful for me as I don't know how to rig myself and I can easily apply animations from mixamo now to speed up my project.

 

Have you tried using Blenders rigify addon instead?

schroef
Inspiring
August 31, 2021

Yeah, I've used both Rigify and own ARP for rigging. I just do a LOT of still life setups with people in them and liked to use Mixamo to quickly pose characters - usually the stuff gets me 80% of the way to what I need and then I tweak it a bit for what I need instead of doing every pose from scratch. Tweaking involves a lof of FK movement because that's the only way to adjust stuff from Mixamo and it gets tedious sometimes especially with hip/leg movement so this looked like it would help just smooth out the process. But it's been broken since day one and don't understand why it works for others. I've tried my characters, I've tried mixamo characters, I've tried 2.91, 2.92, 2.93 , I've used animations, A pose, T pose exports and nothing is working. 


@BTN9  Isnt Rigify faster then going through the Mixamo loop?

Participating Frequently
August 21, 2021

In addition to this change others mentioned in objects.py to avoid duplicates (after line 88).

for collec in cs_grp.users_collection:
    if not collec in obj.users_collection:
        collec.objects.link(obj)
        assigned_collections.append(collec)

I also had to change maths_geo.py to return 0 if the vector length was 0 (after line 82).

def signed_angle(u, v, normal):
    nor = normal.normalized()
    if u.length == 0 or v.length == 0:
        return 0
    a = u.angle(v)
    c = u.cross(v)
    if c.length == 0 or nor.length == 0:
        return 0
    if c.angle(nor) < 1:
        a = -a
    return a

 

Addon location:

C:\Users\<user_name>\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\Mixamo add-on for Blender\lib

Participating Frequently
August 21, 2021

Or maybe this makes more sense:

def signed_angle(u, v, normal):
    nor = normal.normalized()
    if u.length == 0 or v.length == 0:
        return 0
    a = u.angle(v)
    c = u.cross(v)
    if c.length == 0:
        return a # or -a, I'm not sure
    if c.angle(nor) < 1:
        a = -a
    return a
schroef
Inspiring
August 24, 2021

In both cases you would return -a, you sure thats correct?

schroef
Inspiring
July 27, 2021

Another issue ive found, it will not work below bl 2.90, the rotation of the limbs is off. Also DAE wont work, i did make a fix for that myself and that seems to work.

 

It would be nice if they also had renamed the bones in the Blender convention ending with .L and .R now we cant really fix weight painting easily, cant mirror it since Left and Right is mostly somewhere in the middle of the name.

TSEFilm
New Participant
July 22, 2021

I am somtimes getting an error as well, but even when I don't, it doesn't work. The addon only generates a controller for the whole rig (Ctrl_Master). No bones get controllers, no IK, nothing. I've tried with several different models direct from Mixamo and uploaded a couple of my own. Even tried downloading with Tpose and with animation, but I get similar results.

schroef
Inspiring
July 22, 2021

What does the console state in your case, it must return an error

Ussnorway7605025
Brainiac
July 22, 2021

older characters will work best for workflows as some of the newer models are made using different rigs + Blender is picky about [Fbx] file types

Participating Frequently
July 22, 2021

Thank you!

schroef
Inspiring
July 21, 2021

I also got an erro ron a certain file, though when i start the file from scratch and import the FBX from Mixamo again it does work.

For ne the issue was when its start to generate, it returns an error "cs>master already in Master Colection". I got that fixed my self by adding an extra line in objects.py #89. This is the line i added and added 1 indent to the 2 lines below

if not collec in obj.users_collection:

 

What is your exact error output, could you paste the error from the console here or add is as text file?

Participating Frequently
July 21, 2021

This is the same error I got. I changed characters and it worked? It was with the x and y bot, maybe because they have multiple meshes? 

schroef
Inspiring
July 21, 2021

Well actually my mesh does have multiple meshes. I cant recall what i did with the file the first time., I believe i imported it and saved it as a base start file.

Upon trying it again by opening the file it keeps failing, until i add that line of code.

 

When i do the complete process from scratch it does work. It makes no sense to me. 

 

So my fixed helped you as well? I tried contacting them through twitter and they send me here. I already kinda new i would not find anything here, the addon is too new for that. I asked for a repository or a dev, but they have not answered that one.