This shows you the differences between two versions of the page.
| Both sides previous revision Previous revision Next revision | Previous revision | ||
|
ue5-mixamo:editing-animations-with-control-rig [2026/04/08 13:52] Staff |
ue5-mixamo:editing-animations-with-control-rig [2026/04/08 18:52] (current) Staff |
||
|---|---|---|---|
| Line 16: | Line 16: | ||
| ===== Step-by-step ===== | ===== Step-by-step ===== | ||
| - | In this example we'll adjust | + | In this example we'll adjust |
| - | 1. Import a Mixamo character and retarget using the plugin. Then retarget the MF_Unarmed_Jog_Fwd animation to the Mixamo character. See our [[https:// | + | 1. Import a Mixamo character and retarget using the plugin. Then retarget the //MF_Unarmed_Jog_Fwd// animation to the Mixamo character. See our [[https:// |
| 2. Create a new scene and add a new level sequence. | 2. Create a new scene and add a new level sequence. | ||
| Line 24: | Line 24: | ||
| 3. Select the Mixamo skeletal mesh asset in the Content Browser, then click the Add button on the sequencer window and choose the //Selection from Content Browser// option to create a new track for the character. | 3. Select the Mixamo skeletal mesh asset in the Content Browser, then click the Add button on the sequencer window and choose the //Selection from Content Browser// option to create a new track for the character. | ||
| - | {{ : | + | {{ : |
| You should now see the Mixamo character in the level with the control rig already applied along with the new track in the sequencer. | You should now see the Mixamo character in the level with the control rig already applied along with the new track in the sequencer. | ||
| + | {{ : | ||
| 4. By default the Control Rig track in the sequencer is not layered, so needs to be replaced with a layered track to allow animation editing. | 4. By default the Control Rig track in the sequencer is not layered, so needs to be replaced with a layered track to allow animation editing. | ||
| - | Delete the control rig track on the sequencer, then add a new track using the plus icon on the skeletal mesh track select Control Rig and enable the layered option then select the CR_Mixamo_Body rig. You should now see a track called CR_Mixamo_Body (Layered). | ||
| - | //Note: There is an option to convert in place, but it has [[mixamo-control-rig# | ||
| - | 5. Add the retargeted MF_Unarmed_Jog_Fwd animation | + | Delete |
| + | {{ : | ||
| + | You should now see a track called // | ||
| + | {{ : | ||
| + | //Note: There is an option to convert the control rig track in place, but it has [[mixamo-control-rig# | ||
| + | 5. Add the retargeted MF_Unarmed_Jog_Fwd animation using the plus icon on the animation track or by dragging and dropping the asset from the content browser. | ||
| + | {{ : | ||
| You should now see the animation on the character with the rig controls matched up to the character pose. | You should now see the animation on the character with the rig controls matched up to the character pose. | ||
| + | {{ : | ||
| 6. From here you can now use the animation controls to edit the animation as you like. In this example we'll simply adjust the head position to look forward. | 6. From here you can now use the animation controls to edit the animation as you like. In this example we'll simply adjust the head position to look forward. | ||
| + | |||
| Scroll to the first frame of the timeline and enable the automatic keyframe option. Then select the head control and rotate it to look forward. Hit play and you should see the adjusted head position is applied to the whole animation. | Scroll to the first frame of the timeline and enable the automatic keyframe option. Then select the head control and rotate it to look forward. Hit play and you should see the adjusted head position is applied to the whole animation. | ||
| + | {{ : | ||
| 7. To save the edited animation, right click on the character track on the timeline and select the Bake Animation Sequence option. Leave the options on default and select the location to save the asset. | 7. To save the edited animation, right click on the character track on the timeline and select the Bake Animation Sequence option. Leave the options on default and select the location to save the asset. | ||
| + | {{ : | ||
| 8. You should now have the adjusted animation asset. | 8. You should now have the adjusted animation asset. | ||