I understand I can use this for body rig. But what about face rig and animation? Any solution mixing with this for that? I need answers please, I’m new to unreal
yeeeah I'm trying the plugins both in and next to the content folder with both .3 and .4 and even gone back and created a new blueprint project and c++ project, it only shows when pasting inside the content folder, and then still only shows an icon but no rig - are there any other plugins that need installing at all or anything we're missing because alot of people are having the same issue
Thank god because I was having this problem. I’m on a MacBook Pro and I’ve done step by step and it hasn’t worked. I can’t even create the plugins folder like he did. I’m on 5.4.4
Ok, might have a solution for you. Double check your bone naming structure. I noticed his bone names were just things like "hips", "spine", and "spine1". However the naming convention I get out of Mixamo has a prefix on those names (something like "mixmorig_hips"). Once I removed all the prefixes from the bone names, the plugin worked perfectly. I could not find a way to batch rename bones in Unreal, but in Cinema4D there is a "Name" tool that lets you do simple batch renameing operations. I would hope blender (or whatever you might use would have something similar). Hope that works.
Do you think this is compatible with Motion Matching? It would smooth out the transitions from one animation to the next and, hopefully, remove any stuttering. I love your videos and would love to see something covering Motion Matching
hey Josh, I'm following the steps for this video. I downloaded my rigged character with a walking animation from mixamo, I checked the in-place animation. Now that I imported the fbx to UE. when I place the skeleton with the walking animation in the sequencer, the character walks but stays in place. Is there a way to make the character to walk forward? or do I download the same walking animation without the "in-place" checkbox from Mixamo? Thanks a lot for your amazing videos!
Thank you for the package, but honestly, there are too many keys, and they are practically uneditable. What do you suggest, dear josh? Is there any method or solution for this?
If you are taking premade animations and trying to adjust them, use the 'additive' track method he shows in the video. This allows you to make adjustments or additions to the animation without touching the underlying keyframes
@@richardkes I did it out of maximo in the t-pose (original). It worked for one character. Another I had to fix the height in blender and then do the static t-pose. However I do have one character that no matter what I have tried the gizmos stays on the ground. So it's a half fix
@@richardkes 2 X 3rd party characters and one from the UE store. The one from the UE store is the one I can't get to happen even with going back out to blender then mixamo
Hi. Do you know any good solution to walk character in slope terrain? When i add my character to sequencer and add walk animation i cant resolve problem with walk on sloping terrain.
Whether it's 5.3 or 5.4, my controllers are all under my feet and not appearing at the control points that should have existed. Have you encountered such a problem? And is there a solution? My current version is 5.4.4
Ok, might have a solution for you. Double check your bone naming structure. I noticed his bone names were just things like "hips", "spine", and "spine1". However the naming convention I get out of Mixamo has a prefix on those names (something like "mixmorig_hips"). Once I removed all the prefixes from the bone names, the plugin worked perfectly. I could not find a way to batch rename bones in Unreal, but in Cinema4D there is a "Name" tool that lets you do simple batch renameing operations. I would hope blender (or whatever you might use would have something similar). Hope that works.
I mean mixamo is nice and all, but wow did it ever destroy my character when I tried to import it. (It did not like the skirt) Now to be fair, I'm using a vroid made character (so a .vrm file) so I could use something else but yeah... This one click thing seemed so nice and convenient.^^
A lot of the reason mixamo messes with models is due to weight painting. You can fix the weight paints after bringing the Mixamo model back into your modeling program. Or you can tweak the model to leave off things like helmets and stuff that mess with weight paints and then add those accessories back to the rigged model.
Tried this on UE4 Manny and on a couple other ue marketplace assets and it hasn't worked on any of them (the controls are all at floor level and don't control the model at all)... any suggestions there?
Ok, might have a solution for you. Double check your bone naming structure. I noticed his bone names were just things like "hips", "spine", and "spine1". However the naming convention I get out of Mixamo has a prefix on those names (something like "mixmorig_hips"). Once I removed all the prefixes from the bone names, the plugin worked perfectly. I could not find a way to batch rename bones in Unreal, but in Cinema4D there is a "Name" tool that lets you do simple batch renameing operations. I would hope blender (or whatever you might use would have something similar). Hope that works.
You need to paste the plugin next to your Content folder, not inside your Content folder. Pause during the installation instructions and you'll get it working!
You need to paste the plugin next to your Content folder, not inside your Content folder. Pause during the installation instructions and you'll get it working!
@@JoshToonenfollowed the same instructions and still same thing. Plug-ins is next to the content folder Edit: I followed the instructions the same way you explained it. Did not work however I saved everything and restarted the engine, loaded up my project and it appeared at the bottom as you’ve shown in the video. I hope this helps anyone who might be experiencing this issue
@@JoshToonen i got it working now ! but having another problem as when i get to the part to add my character to the rig he doesnt align as shown in the video how can i fix ?
You need to paste the plugin next to your Content folder, not inside your Content folder. Pause during the installation instructions and you'll get it working!
Every person screaming about weird politics in their video game better download UE5 and this plugin and start cranking out games with their friends. Let's flood the market with amazing games for super cheap!
Ah man I had no idea you could use constraints with a control rig! That's so helpful!
This is my curiosity. Is 16GB Ram enough to use Unreal Engine 5?
Depends what you want to do inside UE. If you're rendering for example, you want as much GPU VRAM as possible.
I understand I can use this for body rig. But what about face rig and animation? Any solution mixing with this for that?
I need answers please, I’m new to unreal
This is the last piece of the puzzle IMO - I wish we had as good a solution for non bipedal characters as the mixamo route!
@@HolweckStage89 TBH. I have been up all day researching
Will tryout tomorrow after finishing my mock test
Hey, I tried to do this with a character from sketch fab that was .Gltf but I wasn’t able to make it work. What is the process for that?
This plugin work only for mixamo armature. So you have to send your character to mixamo and rigging in mixamo and import to unreal.
yeeeah I'm trying the plugins both in and next to the content folder with both .3 and .4 and even gone back and created a new blueprint project and c++ project, it only shows when pasting inside the content folder, and then still only shows an icon but no rig - are there any other plugins that need installing at all or anything we're missing because alot of people are having the same issue
Thank god because I was having this problem. I’m on a MacBook Pro and I’ve done step by step and it hasn’t worked. I can’t even create the plugins folder like he did. I’m on 5.4.4
yes same problem from 2 weeks ago until now. let hit this comment up!
Ok, might have a solution for you. Double check your bone naming structure. I noticed his bone names were just things like "hips", "spine", and "spine1". However the naming convention I get out of Mixamo has a prefix on those names (something like "mixmorig_hips"). Once I removed all the prefixes from the bone names, the plugin worked perfectly.
I could not find a way to batch rename bones in Unreal, but in Cinema4D there is a "Name" tool that lets you do simple batch renameing operations. I would hope blender (or whatever you might use would have something similar).
Hope that works.
yeah seems it's not just me!! Glad I commented haha, still haven't figured it out 🥲
@@DweebL0rd I figured out how to do it on a MacBook Pro.
Do you think this is compatible with Motion Matching? It would smooth out the transitions from one animation to the next and, hopefully, remove any stuttering. I love your videos and would love to see something covering Motion Matching
I wonder why people speak about animation without saying of lip sync. Is animation only body movement?
Thanks for creating this super helpful tool!!! Brilliant!
Josh, you are awesome!
hey Josh, I'm following the steps for this video. I downloaded my rigged character with a walking animation from mixamo, I checked the in-place animation. Now that I imported the fbx to UE. when I place the skeleton with the walking animation in the sequencer, the character walks but stays in place. Is there a way to make the character to walk forward? or do I download the same walking animation without the "in-place" checkbox from Mixamo?
Thanks a lot for your amazing videos!
Thank you so much brother
Thank you for the package, but honestly, there are too many keys, and they are practically uneditable. What do you suggest, dear josh? Is there any method or solution for this?
If you are taking premade animations and trying to adjust them, use the 'additive' track method he shows in the video. This allows you to make adjustments or additions to the animation without touching the underlying keyframes
@@hrsweat0097 It seems like a good method because it is not really possible to change the key or it takes a lot of time, thank you
I am getting an error after compiling. "The asset you complied doesn't do anything. Did you forget to add a begin_Execution node?". Can anybody help?
Thanks josh
👍
need some advice I added the Plugin folder and copied the but I don't see anything in the content folder
me too
:((((((
I've tried this with multiple characters exported from Maximo and the control rig/gizmos are all at ground level instead of the limbs like at 7:05
I am having the same issue
Just Solved it. Export from Mixamo the character without an animation. So it is just in the T-Pose. That worked for me
@@ImmersionImagery Thanks man. DId you do it with a native mixamo character or a custom one uploaded to mixamo?
@@richardkes I did it out of maximo in the t-pose (original). It worked for one character. Another I had to fix the height in blender and then do the static t-pose. However I do have one character that no matter what I have tried the gizmos stays on the ground. So it's a half fix
@@richardkes 2 X 3rd party characters and one from the UE store. The one from the UE store is the one I can't get to happen even with going back out to blender then mixamo
Iam new to UE5 can u make a video how to rig creatures like Godzilla, dinosaur etc
Hi. Do you know any good solution to walk character in slope terrain? When i add my character to sequencer and add walk animation i cant resolve problem with walk on sloping terrain.
Whether it's 5.3 or 5.4, my controllers are all under my feet and not appearing at the control points that should have existed. Have you encountered such a problem? And is there a solution? My current version is 5.4.4
Ok, might have a solution for you. Double check your bone naming structure. I noticed his bone names were just things like "hips", "spine", and "spine1". However the naming convention I get out of Mixamo has a prefix on those names (something like "mixmorig_hips"). Once I removed all the prefixes from the bone names, the plugin worked perfectly.
I could not find a way to batch rename bones in Unreal, but in Cinema4D there is a "Name" tool that lets you do simple batch renameing operations. I would hope blender (or whatever you might use would have something similar).
Hope that works.
Hey i am not getting download file website not responding
Amazing i subbed
How does this plug-in cooperate with the action files of the UE action package and the 5.4 automatic redirection function. .
when i tries in sequencer its not showing the controls only joints are there, please help me anyone
nice bro!
Hey josh, does this work if the mesh has their arms by their side instead of an A or T-pose?
Both work!
Can anyone create a plugin folder next to the content folder on a MacBook Pro? I can’t seem to do it
no facial contro?
Superb
Thanks!
I mean mixamo is nice and all, but wow did it ever destroy my character when I tried to import it. (It did not like the skirt)
Now to be fair, I'm using a vroid made character (so a .vrm file) so I could use something else but yeah... This one click thing seemed so nice and convenient.^^
A lot of the reason mixamo messes with models is due to weight painting. You can fix the weight paints after bringing the Mixamo model back into your modeling program. Or you can tweak the model to leave off things like helmets and stuff that mess with weight paints and then add those accessories back to the rigged model.
Tried this on UE4 Manny and on a couple other ue marketplace assets and it hasn't worked on any of them (the controls are all at floor level and don't control the model at all)... any suggestions there?
yeah i faced the same issue
yeah i faced the same issue😟
Ok, might have a solution for you. Double check your bone naming structure. I noticed his bone names were just things like "hips", "spine", and "spine1". However the naming convention I get out of Mixamo has a prefix on those names (something like "mixmorig_hips"). Once I removed all the prefixes from the bone names, the plugin worked perfectly.
I could not find a way to batch rename bones in Unreal, but in Cinema4D there is a "Name" tool that lets you do simple batch renameing operations. I would hope blender (or whatever you might use would have something similar).
Hope that works.
Bro, this is a gmae changer, and it's free? wow. I'm heading over to the download right now.
Thanks, hope it helps!
I think rig is broken in 5.4.4
You need to paste the plugin next to your Content folder, not inside your Content folder. Pause during the installation instructions and you'll get it working!
I think the same its doesnt show the rig in 5.4.4 but if you try it with the 5.3 it works
i am having trouble i follow everything but only resources pop up i never see the rig can i get help
You need to paste the plugin next to your Content folder, not inside your Content folder. Pause during the installation instructions and you'll get it working!
@@JoshToonenfollowed the same instructions and still same thing. Plug-ins is next to the content folder
Edit: I followed the instructions the same way you explained it. Did not work however I saved everything and restarted the engine, loaded up my project and it appeared at the bottom as you’ve shown in the video. I hope this helps anyone who might be experiencing this issue
Try pressing the G key?
@@leopitti1339 @joshtoonen i still dont know why mine is not working im following everything the same way shown
@@JoshToonen i got it working now ! but having another problem as when i get to the part to add my character to the rig he doesnt align as shown in the video how can i fix ?
the plugin is not showing in my project file
You need to paste the plugin next to your Content folder, not inside your Content folder. Pause during the installation instructions and you'll get it working!
@@JoshToonenright when your right click and show in explorer, I can’t create a folder. Also, I don’t see that folder structure on a MacBook.
Every person screaming about weird politics in their video game better download UE5 and this plugin and start cranking out games with their friends. Let's flood the market with amazing games for super cheap!
Does it work with meta human
Metal humans are already rigged in unreal 5
And this doesn't work with character which has non standard proportions.
So basically this is a rig to add "post mocap"?
Its cool but face rig is not working 😢😢😢😢😢😢😢😢😢😢
Same issue every 1 should include both body and face mocap it's a prob
Master Chief is 7 foot tall though 😁
second!
Third
First
the plug its doesnt work 🥲🥲