

What’s the shortest path here? Can I just ignore all the textures for now, drop a massive poly reduction on the whole thing, export as obj, reimport the animated version, and retarget? Since I can’t upload the character as is, but want it to render as is, I’m trying to work out the best way to upload the exact geometry to mixamo in a format it can handle, then retarget and retexture as quickly and easily as possible. The arms and legs are single meshes, so no separae objects for hand, fingers, etc. I was planning on using the auto-rigger in Mixamo. The character at the moment is unrigged and has no bones. Ultimately, I’m trying to apply the animations to a character that has a higher poly count (900k as opposed to their limit somewhere around 200k), and a number of tattoos, uv’s for the face, etc which increase the file size… and are problematic in their own right with Mixamo. The auto adjusting, retargetting buttons and weight transfer stuff might not work automatically, but you can still manually do each step(ie turn on axis locking to snap during adjust, manually dragging and dropping the necessary joints into their corresponding retarget slot etc).I’ve read up as much as I can on Mixamo issues, and it seems there are now file size and poly count limits on the uploads among other limitations. So jump back to adjust mode and after they snap back, just hold the move without child key to drag the knees a little bit forward so they are in front of both the thigh and ankle.Īlso if you choose to not have the mixamorig: namespace, a lot of the helpful automatic features will not work for you. When this happens, the knees will bend the same way.

Sometimes because of the model it can make it so the knee joint is ever so slightly behind the thigh or ankle. Like Orestis saidd if the knees bend backwards its probably just because of how mixamo chose to place the joints. That should probably generate something for you with the proper alignment. The 21 mixamo rig will not properly retarget those that are world aligned.Īs someone else mentioned, you should delete everything but the model and re rig it through mixamo and apply anims there. But there are still some animations and or characters without this new alignment. Mixamo when it first started, used this world alignment, but down the road they switched to a Y down the bone alignment. But someone informed me a bit about the file.įrom what ive read and been told, it sounds like all of the joints are world aligned in the mixamo t pose yeah? Usually that wont work. So this is me shooting in the dark, as I havent looked at the file as it would be a while until I can.
