Mixamo anims with a custom rig from Blender. Arms point in wrong direction
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My objective is the following:

  1. Download Mixamo Animations and use them as a Godot Animation Library
  2. Create a Rig/Armature in Blender and reimport it within Godot as a Godot Skeleton (BoneMap)
  3. Use the Animation Library I mentioned earlier with my custom model.

Everything works well except for the arms. For some reason each arm translates towards their opposite directions:

Arms are wrong

I'm not sure what I'm doing wrong. The only way I get it to work is by using my custom model in Mixamo and downloading animation using that model. I thought the model wouldn't matter as long as the skeleton adheres to Godot's Bone layout.

Let me share my workflow, hopefully somebody notices something I'm doing wrong.


My Custom Character's Blend File:

If we look at my character's Blend File (Not Mixamo Files), this would be my character's setup:

Custom Character 1
Scene Graph

When exporting my custom rig, I use the following GLB export settings:

Export Settings
Export Settings


In Mixamo

I download the YBot in Tpose (No other Animations)
TPose

And then I download the animations I need with the following settings:
Animations

Mixamo to Blender

I import both the T-Pose YBot which I use to store all the animations, and I put each animation into one collection called Animations:
Mixamo Layout

I then start adding individual animations into the YBot Armature:
Add Animations

I then export the YBot T-Pose model with its new animations with the same GLB Export settings I mentioned above.


Godot

After importing both custom model and mixamo animations into Godot (from Blender), I make sure to reimport both glb files after setting a BoneMap to SkeletonProfileHumanoid.

Custom Model

Mixamo Animations Model
Mixamo Animations


Making Animation Library

First I open the AnimationPlayer attached to my Mixamo Animations Scene and do the following:

  • Press Manage Animations
  • Make Unique
  • Save File

Afterwards I create an AnimationPlayer for m custom character scene:

  • Press Manage Animations
  • Press Load Library
  • Make Unique

After all this, I get the image I shared above:
Arms are wrong

I'm not sure what I'm doing wrong?

Network answered 31/10, 2023 at 15:19 Comment(0)
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Network For some reason each arm translates towards their opposite directions:

This is a fairly common problem.

One solution (not the best) is to change the basic pose for correction.

Continuo answered 31/10, 2023 at 15:45 Comment(0)
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Continuo Thanks for replying! So you're saying this might be happening due to the A-Pose and by switching over to T-Pose it should work?

Network answered 31/10, 2023 at 15:52 Comment(0)
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Network So you're saying this might be happening due to the A-Pose and by switching over to T-Pose it should work?

I fear that it's not that simple. In my case, the pose was created and corrected individually. But you can start by trying a simple solution.

Continuo answered 31/10, 2023 at 15:56 Comment(0)
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Continuo I followed the link, but I'm afraid I'm a bit still confused. My apologies. What did you mean when changing the basic pose?

In my head, I thought about taking my custom rig, putting the character in T-Pose and that's about it. But I understood it's not that simple. Again sorry being so confused, I've been trying to solve this since Saturday ๐Ÿ˜…

Network answered 31/10, 2023 at 16:0 Comment(0)
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Network What did you mean when changing the basic pose?

I wasn't the one making the change. A person did research on the problem and created a posture that partially solved my problem. So more than in that thread I can't report, unfortunately. I'd like to figure out more myself. ๐Ÿ˜•

Continuo answered 31/10, 2023 at 16:15 Comment(0)
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Continuo Thanks for pointing me towards the right direction though! I won't give up, so once I figure it out, I'll come back here and post the solution, hopefully we'll finally solve this mystery.

Network answered 31/10, 2023 at 16:35 Comment(0)
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Network I won't give up, so once I figure it out, I'll come back here and post the solution

I suspect there's something to do with the orientation of the bones. And it worked fine in Blender 2.93 and problems appeared in version 3.x. I guess we need to look for what changed in this transition.

Network hopefully we'll finally solve this mystery.

๐Ÿป

Continuo answered 31/10, 2023 at 18:9 Comment(0)
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Looks like the mixamo rotations are for T-Pose and you have an A-Pose rig instead.

Hoiden answered 31/10, 2023 at 18:25 Comment(0)

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