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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.
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i use iclone7 3dexchange for mine and that has dozens of Mixamo examples on the internet already
the difference you see in models is because Mixamo staff changed the rigging code for a different Fbx type and so older made models are set different
to answer your question yes good rigging software allows you to retarget bones... the Mixamo rig is well known and most 3rd party software has something but not from Adobe no
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For the record, I found a workaround. I uploaded my character model to Mixamo as obj file instead of fbx. Then the armature was not included, and I was led through the auto-rigging process of placing the markers on the body and let mixamo generate a new armature. When using that character, downloading animations finally used the hip bone instead of the armature node. The actual rigging of the obj file wasn't perfect, but that's fine because I'm not actually using that rig, just the exported animations which I will retarget.