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Animation Re-targeting with Unreal using Mixamo assets

By November 10, 2018Development, Tutorial

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

9 Comments

  • Bernhard says:

    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!

    • Wojtek says:

      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.

  • Renan says:

    Thank you very much, it pretty much solved my problem!!!

  • Sony says:

    Wont Work for me either, My characters hand dont position correctly

  • Alemdar says:

    Thank you for sharing this great tutorial. It works!

  • J says:

    Thanks, solved my problem also!

  • Benjamin says:

    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?

  • oshie says:

    You, my friend, are a genius. This simple page of blog is soooooo usefull to me. Thanks a LOT

  • matpreadje says:

    Thanks a lot

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