Hey guys,
Today I have another tutorial for you, this time discussing how you can import new animations into Unreal Engine and re target them against your character.
For my example I will be using a character from Mixamo, which is a site support by Adobe that has various 3d models and animation resources for folks to use. Since the animations come with their own skeletal definitions you have to re target them otherwise they will be unusable when you bring them into Unreal.
You can also find the source code used in this tutorial on my GitHub page.
In addition to the video here is a quick map of the bones from the Unreal Mannequin and how they map against the Mixamo model.
Also a few more resources from Epic about animation re targeting.
Thanks for taking a look and stay tuned for more.
Unreal – Base |
Mixamo |
Root | Hips |
Pelvis | Hips |
spine_01 | Spine |
spine_02 | Spine1 |
spine_03 | Spine2 |
clavicle_l | LeftShoulder |
UpperArm_L | LeftArm |
lowerarm_l | LeftForeArm |
Hand_L | LeftHand |
clavicle_r | RightShoulder |
UpperArm_R | RightArm |
lowerarm_r | RightForeArm |
Hand_R | RightHand |
neck_01 | Neck |
Head | head |
Thigh_L | LeftUpLeg |
calf_l | LeftLeg |
Foot_L | LeftFoot |
Thigh_R | RightUpLeg |
calf_r | RightLeg |
Foot_R | RightFoot |
Unreal – Advanced |
Mixamo |
index_01_l | LeftHandIndex1 |
index_02_l | LeftHandIndex2 |
index_03_l | LeftHandIndex3 |
middle_01_l | LeftHandMiddle1 |
middle_02_l | LeftHandMiddle2 |
middle_03_l | LeftHandMiddle3 |
pinky_01_l | LeftHandPinky1 |
pinky_02_l | LeftHandPinky2 |
pinky_03_l | LeftHandPinky3 |
ring_01_l | LeftHandRing1 |
ring_02_l | LeftHandRing2 |
ring_03_l | LeftHandRing3 |
thumb_01_l | LeftHandThumb1 |
thumb_02_l | LeftHandThumb2 |
thumb_03_l | LeftHandThumb3 |
lowerarm_twist_01_l | |
upperarm_twist_01_l | |
index_01_r | RightHandIndex1 |
index_02_r | RightHandIndex2 |
index_03_r | RightHandIndex3 |
middle_01_r | RightHandMiddle1 |
middle_02_r | RightHandMiddle2 |
middle_03_r | RightHandMiddle3 |
pinky_01_r | RightHandPinky1 |
pinky_02_r | RightHandPinky2 |
pinky_03_r | RightHandPinky3 |
ring_01_r | RightHandRing1 |
ring_02_r | RightHandRing2 |
ring_03_r | RightHandRing3 |
thumb_01_r | RightHandThumb1 |
thumb_02_r | RightHandThumb2 |
thumb_03_r | RightHandThumb3 |
lowerarm_twist_01_r | |
upperarm_twist_01_r | |
calf_twist_01_l | |
ball_l | LeftToeBase |
thigh_twist_01_l | |
calf_twist_01_r | |
ball_r | RightToeBase |
thigh_twist_01_r | |
ik_foot_root | |
ik_foot_l | |
ik_foot_r | |
ik_hand_root | |
ik_hand_gun | |
ik_hand_l | |
ik_hand_r | |
Custom_1 | |
Custom_2 | |
Custom_3 | |
Custom_4 | |
Custom_5 |
I followed step by step your guide, but for some reason it just doesn’t work.
Here is a Video I created to show exactly what I do:
https://youtu.be/PMd6VAM6L3o
Question:
What am I missing here?
Thanks for any little help,
appreciate it!
Hi Bernhard, I had a chance to look over your video and technically it all looks ok but obviously it’s not working. Any chance I could grab the project from you and take a look at the model in question ? Would help me troubleshoot.
Thank you very much, it pretty much solved my problem!!!
Wont Work for me either, My characters hand dont position correctly
Thank you for sharing this great tutorial. It works!
Thanks, solved my problem also!
Thanks for that – only problem I have is that the neck of the imported Mixamo character looks like it’s somehow developed a twist (everything looks ok until I attach the skeletal mesh of the retargeted body to the character bp). The re-targeted animations work fine also … until I attach the skeleton, and then the only thing that moves is (broken) head. Any suggestions?
You, my friend, are a genius. This simple page of blog is soooooo usefull to me. Thanks a LOT
Thanks a lot