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ue5-mixamo:third-person-template [2022/07/22 16:48] Staff [Step-by-step] |
ue5-mixamo:third-person-template [2022/07/29 17:56] (current) Staff |
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===== Using Mixamo animations with the Third Person Template ===== | ===== Using Mixamo animations with the Third Person Template ===== | ||
Simply replacing the animations in the Animation Blueprint for the UE5 Mannequin with retargeted animations will cause issues with the animation playback. | Simply replacing the animations in the Animation Blueprint for the UE5 Mannequin with retargeted animations will cause issues with the animation playback. | ||
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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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See our [[https:// | See our [[https:// | ||
- | 2. Create a duplicate of the Animtaion Blueprint // | + | 2. Create a duplicate of the Animtaion Blueprint // |
In this example we'll replace the idle and running animations. | In this example we'll replace the idle and running animations. | ||
The idle animation is a simple swap. | The idle animation is a simple swap. | ||
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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 we'll create a duplicate of the Blend Space asset, then swap out 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> | These markers can be added to you retargeted animations by right clicking in the timeline and selecting //Add Sync Marker> | ||
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3. Create a duplicate of the foot IK Control Rig asset // | 3. Create a duplicate of the foot IK Control Rig asset // | ||
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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. | ||
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- | 5. Duplicate | + | 5. Create a duplicate of the third person character blueprint // |
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- | Then edit the mesh component to use the modified Animation Blueprint. | + | 6. Change the Default Pawn Class in the third person game mode // |
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- | 6. Edit the third person game mode // | + | |
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Now open the map // | Now open the map // | ||
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===== Using Mixamo characters with the Third Person Template ===== | ===== Using Mixamo characters with the Third Person Template ===== | ||
+ | ==== Step-by-step ==== | ||
+ | 1. Import a Mixamo character you want to use and retarget them to the UE5 Mannequin using the plugin. | ||
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+ | See our [[https:// | ||
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+ | 2. Retarget the mannequin animation blueprint // | ||
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+ | Then in the retargeting window select the Mannequin to Mixamo IK Retargeter asset generated by the plugin (// | ||
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+ | This will retarget the Animation Blueprint along with any referenced animation assets. | ||
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+ | 3. Open the retargeted Animation Blueprint and go to the main animation graph // | ||
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+ | 4. Create a duplicate of the third person character blueprint // | ||
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+ | 5. Change the Default Pawn Class in the third person game mode // | ||
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+ | Now open the map // | ||
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