MetalAZ Posted July 22, 2014 Share Posted July 22, 2014 I'm able to import models in FBX from Mixamo, but only for one animation sequence. For example, I created a model using their free Steam version, then used their free locomotion pack which adds quite a few basic animation sequences, like walking, running, turning, etc. They provide the download either as all animations in one FBX file (all in a single sequence), or it can be downloaded as the model/skin + first animation FBX and additional animations are in separate FBX files. I imported all of the FBX files into Leadwerks and then tried to load the additional animations into the skinned model but nothing happens I clicked File, Load Animation. I also ran into another problem related to this. Mixamo's models are huge. So I resized the height (Tools, then Resize) and in doing so I lost the animation. It appears that just saving the model causes the animation to be lost. Here's a link to the zip containing the FBX's files. It's the zip directly from Mixamo: https://www.dropbox.com/s/byvcff248i0y7q7/Locomotion_Pack.zip Quote Link to comment Share on other sites More sharing options...
macklebee Posted July 22, 2014 Share Posted July 22, 2014 The problem is due to the mdl animations that do not have a skin mesh associated with them. Right now the only way to add/load animations in the model editor is for the loaded animation to have a surface/mesh. This is not intended as it wasn't this way for LE2 and when brought up to Josh last week, it wasn't supposed to be that way for LE3. The only thing I could suggest at the moment is for you to either load all the animations into the character using third party tools or for you export each animation with a skin from mixamo then load them into the character using the LE3 model editor. As far as the resizing, I haven't had that problem scaling mixamo characters down, other than having to delete the version in my editor scene and then placing a new one in there after scaling in the model editor for it appear to take effect. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Josh Posted August 5, 2014 Share Posted August 5, 2014 The problem with these models is the animation model hierarchies do not match the base model. The base model has an extra node in the hierarchy. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted August 5, 2014 Share Posted August 5, 2014 Macklebee, the model you sent was not using an animated shader. Once I changed that it worked fine. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
macklebee Posted August 5, 2014 Share Posted August 5, 2014 Ah! nice catch! The naming for shaders being the exact same between animated and static models got me. I assumed that when the mat was auto-created that it grabbed the correct shader. Lesson learned. thanks. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Josh Posted August 5, 2014 Share Posted August 5, 2014 Is there a way to save those Mixamo animations with the same hierarchy? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
macklebee Posted August 6, 2014 Share Posted August 6, 2014 well i had gotten around it by exporting the individual animations with a mesh (skin in mixamo) and then apparently the skeletons are the same and doesn't cause any issues loading in LE Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
nl2012 Posted December 17, 2014 Share Posted December 17, 2014 Correct.. The mixamo characters work fine with animating (i use UU3D and save them as gmt and rename them to mdl) apply LE animating shaders. Download from mixamo as skinned. There is one problem i still have being a 3D dev and a total Lua Noob. i attached the following script to a char (The animation works fine but it stays at the same place and doesn't follow the path along the pivots). Replacing the mesh with the default crawler ...it works great. any ideas? so same setup is used Here a copy of the script and thanks in advance! Script.Speed=1.0--float Script.Sequence=0--int function Script:Start() self.patrol={} self.currentpatrol=0 self.patrol[0]=self.entity:FindChild("Pivot0"):GetPosition()+self.entity:GetPosition() self.patrol[1]=self.entity:FindChild("Pivot1"):GetPosition()+self.entity:GetPosition() self.patrol[2]=self.entity:FindChild("Pivot2"):GetPosition()+self.entity:GetPosition() end function Script:UpdatePhysics() self.entity:GoToPoint(self.patrol[self.currentpatrol].x,self.patrol[self.currentpatrol].y,self.patrol[self.currentpatrol].z,1.5,1) if self.entity:GetPosition():DistanceToPoint(self.patrol[self.currentpatrol])<1 then self.currentpatrol=self.currentpatrol+1 if self.currentpatrol>=3 then self.currentpatrol=0 end end end function Script:Draw() self.entity:SetAnimationFrame(8,1,4) local t = Time:GetCurrent() self.entity:SetAnimationFrame(t/100.0*self.Speed,1,self.Sequence) end Quote HP Z820 workstation / 2 x Intel Xeon Processor E5-2650 v2 8c / 64GB / Geforce 980 gtx / MODO801 / MARI / ZBrush 4R7 / UU3D / Substance Designer / PS Link to comment Share on other sites More sharing options...
nl2012 Posted March 16, 2015 Share Posted March 16, 2015 Hi Guys Still have the same problem as descibed in previous thread by me,using the script by Nick.ace (thanks Nick). Offcourse the default crawler works fine, but for example rigs from dexsoft, arteria, Fuse and the ones i made in MODO801 myself seem not to be able to go to the specified waypoint. Animation works fine on all models. Wierd thing is. even removing the animation the entity doesn't follow (goto) the specified waypoints.It doesn't move at all. Maybey related to Character Controller settings? (for the record I used the crawler settings) Or am i missing some script related things (I'm a LUA and programming noob) Any ideas Thanks Quote HP Z820 workstation / 2 x Intel Xeon Processor E5-2650 v2 8c / 64GB / Geforce 980 gtx / MODO801 / MARI / ZBrush 4R7 / UU3D / Substance Designer / PS Link to comment Share on other sites More sharing options...
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