Update Mixamo Animation Data authored by Andrea Bönsch's avatar Andrea Bönsch
......@@ -2,18 +2,18 @@ Learn how to import animations from [Mixamo](https://www.mixamo.com) to our Unre
## 1. Preparation
- Follow step 1 and 2 from [CMU Animation Data](Import-Data/CMU-Animation-Data). You can skip the 3rd point in step 1 about downloading CMU data. As a result you should have a `.fbx` file containing the skeletal mesh in T-Pose already characterized.
- Follow steps 1 and 2 from [CMU Animation Data](Import-Data/CMU-Animation-Data). You can skip the 3rd point in step 1 about downloading CMU data. As a result, you should have a `.fbx` file containing the skeletal mesh in T-Pose already characterized.
## 2. Import the Animation
- Find an Animation from Mixamo and download it. The Format should be FBX Binary, FPS as high as possible and select without skin.
- Find an Animation from Mixamo and download it. The Format should be FBX Binary, FPS as high as possible, and select without skin.
- Open the `.fbx` file with your skeletal mesh from step 1.
- Go to `File --> Motion File Import` and select the `.fbx` file downloaded from mixamo and click on `import`.
- Go to `File --> Motion File Import` and select the `.fbx` file downloaded from Mixamo and click on `import` (with option create, not merge).
- <img src="uploads/5bd1b69b1461810a02fb78be801a1c24/zero.png" width="300" align="right"> In the Navigator under Scene you should now see 2 entries. Right-click on the skeleton corresponding to the animation (will probably be named Hips) and select `Select Branches`, then right-click again and select `Zero --> Rotation`
- In the Viewer you should now see that the skeleton from the animation is now in T-Pose.
- Use the tools to the right of the Viewer window to adjust the animation skeleton to match with our Unreal character. Usually it suffices to check if the foot is aligned to the floor. Notice how the foot bone of our Unreal character does not match the ground because of the shoe mesh. Therefore, the foot bone of the animation skeleton is lower than the bone from the Unreal character.
- In the Viewer, you should now see that the skeleton from the animation is now in T-Pose.
- Use the tools to the right of the Viewer window to adjust the animation skeleton to match with our Unreal character. Usually, it suffices to check if the foot is aligned to the floor. Notice how the foot bone of our Unreal character does not match the ground because of the shoe mesh. Therefore, the foot bone of the animation skeleton is lower than the bone from the Unreal character.
<img src="uploads/85eeec56b4bac194e5355716bfddf25f/footAlign.png" width="600">
- <img src="uploads/d45370015ac849788cc74087ad0dd779/defineSkeleton.png" width="300" align="right"> In the `Character Controls` window select `Define --> Skeleton`. This will create a new Character.
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