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ue5-mixamo:third-person-template [2022/07/29 17:13] Staff [Step-by-step] |
ue5-mixamo:third-person-template [2025/12/10 13:09] (current) Staff |
| {{ :ue5-mixamo:third-person-issue.gif |A demonstration of the issue where the character slides around with the feet locked in place}} | {{ :ue5-mixamo:third-person-issue.gif |A demonstration of the issue where the character slides around with the feet locked in place}} |
| This is caused by the IK foot placement system that relies on animation of the IK bones. These IK bones aren't present on Mixamo characters, thus there is no animation track for them in retargeted animations. This can be fixed with a simple change to the mannequin foot IK Control Rig to set the transform of the foot IK bones to match the corresponding foot bone. | This is caused by the IK foot placement system that relies on animation of the IK bones. These IK bones aren't present on Mixamo characters, thus there is no animation track for them in retargeted animations. This can be fixed with a simple change to the mannequin foot IK Control Rig to set the transform of the foot IK bones to match the corresponding foot bone. |
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| | //**Note: As of UE 5.6 this should no longer an issue as the plugin now includes support for IK bone retargeting, so retargeted animations can be a drop-in replacement without any need for a custom control rig.**// |
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| ==== Step-by-step ==== | ==== Step-by-step ==== |
| See our [[https://www.unamedia.com/ue5-mixamo/docs/tutorial/|Getting Started]] documentation for more information on the retargeting process. | See our [[https://www.unamedia.com/ue5-mixamo/docs/tutorial/|Getting Started]] documentation for more information on the retargeting process. |
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| 2. Create a duplicate of the Animtaion Blueprint //Characters/Mannequins/Animations/ABP_Manny or ABP_Qunn//. Then open the blueprint and replace the animations with the retargeted Mixamo animations. | 2. Create a duplicate of the third person Animation Blueprint, and replace the animations with retargeted Mixamo animations. |
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| In this example we'll replace the idle and running animations. | In this example we'll replace the idle and running animations. |
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| The idle animation is a simple swap. | The idle animation is a simple swap. |
| {{ :ue5-mixamo:third-person-anim-idle.jpg?800 |Swapping the idle animation}} | {{ :ue5-mixamo:third-person-anim-idle.jpg?800 direct |Swapping the idle animation}} |
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| For the running animation we'll create a duplicate of the Blend Space asset, then swap out the running animation. | For the running animation, create a duplicate of the Blend Space asset and replace the run forward animation in the Blend Samples section of the Asset Details panel. Then update the Walk / Run state graph in the animation blueprint to use the new blend space asset. |
| {{ :ue5-mixamo:third-person-anim-run-blend-2.jpg?800 |Swapping the running animation}} | {{ :ue5-mixamo:third-person-anim-run-blend-2.jpg?800 direct |Swapping the running animation}} |
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| Note: The walk to run blending uses sync markers in the animation assets that indicate when each foot is on the ground. This is used to match up the timing of the animations to make them blend together correctly. | Note: The walk to run blending uses sync markers in the animation assets that indicate when each foot is on the ground. This is used to match up the timing of the animations to make them blend together correctly. |
| These markers can be added to you retargeted animations by right clicking in the timeline and selecting //Add Sync Marker>Existing Sync Markers// then choosing either the L or R marker to match with your animation. | These markers can be added to you retargeted animations by right clicking in the timeline and selecting //Add Sync Marker>Existing Sync Markers// then choosing either the L or R marker to match with your animation. |
| {{ :ue5-mixamo:third-person-anim-sync-marker.png |Adding animation sync markers for the feet}} | {{ :ue5-mixamo:third-person-anim-sync-marker.png?direct |Adding animation sync markers for the feet}} |
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| 3. Create a duplicate of the foot IK Control Rig asset //Characters/Mannequins/Rigs/CR_Mannequin_BasicFootIK//. | 3. Create a duplicate of the foot IK Control Rig asset //Characters/Mannequins/Rigs/CR_Mannequin_BasicFootIK//. |
| | Then open the Control Rig graph and add nodes to the beginning of the graph to set the foot IK bones transform to match the corresponding foot bone.\\ |
| Then open the Control Rig graph and add nodes to the beginning of the graph to set the foot IK bones transform to match the corresponding foot bone. | **//Note: This step can be skipped in UE 5.6 or higher.//** |
| {{ :ue5-mixamo:third-person-controlrig-ik-fix.png |}} | {{ :ue5-mixamo:third-person-controlrig-ik-fix.png |}} |
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| 4. Open the AnimGraph in the Animation Blueprint and edit the settings of the Control Rig node to use the modified Control Rig asset. | 4. Open the AnimGraph in the Animation Blueprint and edit the settings of the Control Rig node to use the modified Control Rig asset.\\ |
| | **//Note: This step can be skipped in UE 5.6 or higher.//** |
| {{ :ue5-mixamo:third-person-abp-cr.jpg?800 |Using the modified Control Rig in the Animation Blueprint}} | {{ :ue5-mixamo:third-person-abp-cr.jpg?800 |Using the modified Control Rig in the Animation Blueprint}} |
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| 5. Duplicate the third person character blueprint //ThirdPerson/Blueprints/BP_ThirdPersonCharacter//. | 5. Create a duplicate of the third person character blueprint //ThirdPerson/Blueprints/BP_ThirdPersonCharacter//. Then select the Skeletal Mesh component and change the Anim Class setting to use the modified Animation Blueprint. |
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| Then edit the mesh component to use the modified Animation Blueprint. | |
| {{ :ue5-mixamo:third-person-bp-setup.jpg?800 |Setting up the third person character Blueprint with the modified Animation Blueprint}} | {{ :ue5-mixamo:third-person-bp-setup.jpg?800 |Setting up the third person character Blueprint with the modified Animation Blueprint}} |
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| 6. Edit the third person game mode //ThirdPerson/Blueprints/BP_ThirdPersonGameMode// to use the modified character blueprint. | 6. Change the Default Pawn Class in the third person game mode asset //ThirdPerson/Blueprints/BP_ThirdPersonGameMode// to use the modified character blueprint. |
| {{ :ue5-mixamo:third-person-gamemode.png |Editing the third person Game Mode to use the modified character Blueprint}} | {{ :ue5-mixamo:third-person-anim-gm.png |Editing the third person Game Mode to use the modified character Blueprint}} |
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| Now open the map //ThirdPerson/Maps/ThirdPersonMap// to test your changes. If you followed the steps correctly you should now have you Mixamo animations playing back correctly on the third person mannequin character. | |
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| | If you followed the steps correctly you should now have you Mixamo animations playing back correctly on the third person mannequin character. |
| | {{ :ue5-mixamo:third-person-anim-result.jpg?800 |A retargeted Mixamo animation playing on the third person controller with correct foot IK}} |
| ===== Using Mixamo characters with the Third Person Template ===== | ===== Using Mixamo characters with the Third Person Template ===== |
| ==== Step-by-step ==== | ==== Step-by-step ==== |
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| 2. Retarget the mannequin animation blueprint //Characters/Mannequins/Animations/ABP_Manny// by right clicking on it and selecting //Retarget Animation Assets>Duplicate and Retarget Animation Blueprint//. | 2. Retarget the mannequin animation blueprint //Characters/Mannequins/Animations/ABP_Manny// by right clicking on it and selecting //Retarget Animation Assets>Duplicate and Retarget Animation Blueprint//. |
| {{ :ue5-mixamo:third-person-char-abp-retarget.png | Retargeting the Animation Blueprint}} | {{ :ue5-mixamo:third-person-char-abp-retarget.png?800 | Retargeting the Animation Blueprint}} |
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| Then in the retargeting window select the Mannequin to Mixamo IK Retargeter asset generated by the plugin (//RTG_Mannequin_{MixamoCharacter}//). | Then in the retargeting window select the Mannequin to Mixamo IK Retargeter asset generated by the plugin (//RTG_Mannequin_{MixamoCharacter}//). |
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| 3. Open the retargeted Animation Blueprint and go to the main animation graph //AnimGraph//. Then select the Control Rig node, and in the Details Tab, change the Control Rig Class to //CR_Mixamo_BasicFootIK//. This is a modified version of //CR_Mannequin_BasicFootIK// that has been updated to work with Mixamo characters. | 3. Open the retargeted Animation Blueprint and go to the main animation graph //AnimGraph//. Then select the Control Rig node, and in the Details Tab, change the Control Rig Class to //CR_Mixamo_BasicFootIK//. This is a modified version of //CR_Mannequin_BasicFootIK// that has been updated to work with Mixamo characters. |
| {{ :ue5-mixamo:third-person-char-abp.jpg |Updating the Control Rig setting in the Animation Blueprint}} | {{ :ue5-mixamo:third-person-char-abp.jpg?800 |Updating the Control Rig setting in the Animation Blueprint}} |
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| | 4. Create a duplicate of the third person character blueprint //ThirdPerson/Blueprints/BP_ThirdPersonCharacter//. Then select the Skeletal Mesh component and update the Skeletal Mesh setting to your Mixamo character mesh and the Anim Class setting to the retargeted Animation Blueprint. |
| | {{ :ue5-mixamo:third-person-char-bp.jpg?800 |Updating the third person blueprint}} |
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| | 5. Change the Default Pawn Class in the third person game mode //ThirdPerson/Blueprints/BP_ThirdPersonGameMode// to use the modified character blueprint. |
| | {{ :ue5-mixamo:third-person-char-gm.png |Editing the third person game mode}} |
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| | Now open the map //ThirdPerson/Maps/ThirdPersonMap// to test your changes. If you followed the steps correctly you should now have your Mixamo character working with the third person controller. |
| | {{ :ue5-mixamo:third-person-char-result.jpg?800 |A Mixamo character working with the third person controller and correct foot IK}} |
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| 4. Duplicate the third person blueprint | |