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ue5-mixamo:editing-animations-with-control-rig [2026/04/08 14:01] Staff |
ue5-mixamo:editing-animations-with-control-rig [2026/04/08 18:52] (current) Staff |
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| ===== 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 33: | Line 33: | ||
| {{ : | {{ : | ||
| You should now see a track called // | You should now see a track called // | ||
| - | + | {{ : | |
| - | //Note: There is an option to convert in place, but it has [[mixamo-control-rig# | + | //Note: There is an option to convert |
| 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. | 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. | ||