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This upgrade means you can seamlessly export and upload the latest FBX file versions or earlier. And if your character uses Physically Based Rendering (PBR) materials, those materials will also be passed through seamlessly (although they will not display in Mixamo).
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Thanks Ussnorway! Your information is super useful. We really appreciate all you do for the Mixamo community and how active you are on the forum! Apologies as the back story on the testing of FBX 2019 was lost in translation as Mixamo transitioned to a new team and now its own forum. During our upgrade we compared output FBX 2014 and 2019 files and they appeared the same. Was the additional data in the header of your FBX 2019 files easily apparent upon comparison with the output FBX 2014 files?
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Hi there!
We are working on a patch to enable the option to output to version 7.4 / FBX 2019 SDK with 2014 compatibility.
Since this will not be available until the new year, we have released an FBX version 6 export option. This worked for testers so we are optimistic that this will get you back to work.
We have also re-released the Unity export option.
Thanks for your patience and thanks for using Mixamo!
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result: Characters export to FBX 2019 animated or not they are no longer compatible with 3DS Max 2014 for example who refuse to import them, help !, fix this error as soon as possible, thank you!
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Hi bianip! thanks for letting us know you're having this issue. It is very helpful to know you're trying to use the output in 3DS Max 2014. Would it be possible to get a sample file from you? We have a patch to reenable export to FBX 2014 but would like to see if it fixes your problem. Thanks!
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In terms of other software, I use Lightwave 11.6 and Lightwave 2015 - they worked previously, now it simply says 'unknown format' when I try to import anything downloaded from Mixamo.
Fingers crossed that any patch just reverts back to the way Mixamo was before the recent update, as it's better to be behind in FBX compatibility (as you can see from everyone having trouble with 2019) 🙂
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Thanks happybeard, useful info for us! If you have a sample file you can share we can test on our side to make sure it works.
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I have just downlaoded the ybot - and then some sample motions - the FBX2019 files that Mixamo exported are not read in Lightwave (2015 or any other version I have).
I can send these over (if I can work out how to attach a zip!) LOL - but I would presume you could generate the same data on your side by simply downloading from Mixamo?
But, happy to do some tests... I can take the ybot into Lightwave, remove all the weight maps and then make a Lightwave fbx (to import into Mixamo and teh rig it)... if that would help (so you could see the type of data strcuture Lightwave gives to FBX files?
I'll check back in a little while... let me know 😉
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Hi
Still cannot find a way to send files.
Can you PM me with an email address - so I can send a Wetransfer over to you? Wetransfer will need an email address to work.
I'm just about to do a quick test - taking the ybot character, removing weights (save as an obj), then making an FBX in Lightwave 11.6 & 2015... then taking that into Mixamo for rigging (and then saving the result).
Figure that will also be useful, as you'll have a Lightwave created FBX to look at too!
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Another error that has been introduced in the update - and this is one that might cause a lot of ongoing issues. There has been some change to the data/bone order
When a base rigged Mixamo character is imported to Motionbuilder (new 2019 version) there are now X2 errors on the rig when you try to characterize it (ie drag the character gizmo onto the root null - which normally then asks if you want biped/quad etc - and then auto characterises the rig for you).
Previously, all went fine - no errors or bone issues. Now, there are X2 errors reported by Motionbuilder on the new FBX2019 base rig mixamo file - these are:
01 - Character must be in stance pose facing the positive z axis
02 - Character definition is locked - unlock it?
These X2 issues were not there when an old (FBX 2014) Mixmao rig was loaded into Motionbuilder. These seem to be new errors based on the FBX2019 implementation.
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Something else!
Also, with the FBX2019 update, the Mixamo fbx files now have x2 takes inside (take001 and mixamo.com) - in the FBX 2014 version, they only had X1 take (mixamo.com).
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This update has completely broken Mixamo for me. I upload my .obj file and then it just sticks on the "Processing upload" screen forever and never finishes processing.
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I had a problem like the one you had. Maybe this can help you: I kept on trying to see what is wrong in this update and this is what I found out: When I try importing (.OBJ or .FBX) a model with a size over 12 MB, the problem shows up and uploading and/or rigging fails. If my character is under 12MB size, the process works fine.
Try reducing your character size to under 12 MB and see what happens!
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My model is 2228 KB. That is not the issue.
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Actually, I think the problem is this Mixamo update has broken compatibility with Google Chrome. I tried it in Opera and it worked. Why doesn't it work in Chrome any more?
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@Jeremy5DE5 @Nicolas5C16 thanks for the note!
Do you mind sharing your OBJs and we can debug on our side?
FWIW, we haven't made any changes to the web application, so Chrome compatiblity shouldn't have changed. It might be a coinncidence / temporary issue.
Thanks all, we want to get all of these issues reviewed and addressed!
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Great news indeed! Question: Do all models in Mixamo's gallery have the same joint/skeleton orientation, including the older ones? And, if so, is it the same we get when we upload our models to Mixamo's Auto-Rigging system? Thanks for your time, Leo
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Yes @Léo Saramago , all characters on Mixamo have the same rig/skeleton (old characters and the characters we added last year). When you upload a character to Mixamo without a rig, you will get the same rig via the auto-rigging feature.
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Hi, EricW-Adobe! Thanks for the reply. Sorry for the delay, but I didn't see your message until this morning.
I don't mean to put you in the spot, but I did perform a test that shows that Original Mixamo Rigs and Mixamo's AutoRig deliver different joint orientations. As you can see in this composited photo I've attached, the rig on the left is the one I had downloaded from Mixamo as is. The one on the right is the result of the experiment: I uploaded the geometry back to Mixamo's page and it went thru its AutoRig process. This matters because the original Mixamo rigs throw off Cinema 4D's Mixamo Control Rig.
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if you uploaded your character from Fuse then the rig is different than what you got by uploading to Mixamo with out Fuse yes i.e, the turso is pulled down onto the legs more
if you want to see old tests made then have a look at some of cut scene artist aka wetcirrect... she is a Mac user with lots of tutorials showing how to fix Mixamo code mistakes
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Hi! No, nothing from Fuse. After I posted the question, I decided to test it: I removed everything, except Geometry and Materials from the character. Then I uploaded the resulting .fbx directly from my hard drive to Mixamo.
I wouldn't mind having slightly different results, it wouldn't be a big deal. However, completely different joints orientation turns out to be an issue for Mixamo's Control Rig inside Cinema 4D. Have a look at the picture I've attached and you'll see what I mean.
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I see there are new options to download FBX now, but which one is the best for a simple unreal engine 4 project? or at least I would like to choose the one that is newest.
Btw, I tried all options, it works fine but I keep receiving this warning, any chance you could enable what is requesting?
"No smoothing group information was found in this FBX scene. Please make sure to enable the 'Export Smoothing Groups' option in the FBX Exporter plug-in before exporting the file. Even for tools that don't support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing. "
Regards
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for Unreal there is not an easy fix because Fbx2014 has been removed and what file depends on which build of Unreal + if you want a Npc or player controlled model
your best best from Mixamo right now is Fbx2016 or Unity... they will both need minor adjustments
my old notes are still up here https://windowsforum.com/threads/how-to-get-fuse-characters-working-in-unreal-engine-4-15.227038/#po...
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Is Fbx6 equal to Fbx2016 ?
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version 5 (Kaydara), version 6 (Alias|Wavefront), version 7 (Autodesk)
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Can Mixamo be able to rig hair from convert particle hair ,from blender
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