Retargeting is a huge feature, and pretty much necessary for any serious game project. I'm surprised it took this long to get it in, but at least it's finally here. The next big thing to complement this would be a stride retargeting system ala Half-Life: Alyx (or Unity's locomotion system), but not necessarily built into godot, perhaps as some addon code.
This is what I wanted in Godot for years. This is amazing feature. Yes, somtimes is hard, but in the future version process will be simplified I guess.
Thank you so much for this tutorial, I was looking into doing exactly that and couldn't find anything else in terms of tutorials for importing animations!
Great tutorial as always. I wonder if the Godot will have a feature to import skeletal meshes directly from the blender. I know that You have a nice tutorial for supporting blend files directly in Godot4, but tbh I have not tested this yet and it seems to be for static meshes only. Best regards and thanks
I was just downloading every animation I wanted to use as a separate fbx, changing their name from mixamo to something useful, and adding them to different characters. I was removing the original AnimationPlayer and replacing it with a new one where I put the animations I wanted. BUT... all of them were from Mixamo so this was easy. With this retargeting, you can use different characters with different bone naming/structure names and use them as one. This is very nice. BTW - where is this link you mentioned to the mapped bones? :)
Animation retargeting looks to be god-tier considering reload animations addressing standard weapon types like rifles (and then you start talking about weapon reload animations). LOL. Seriously, this feature takes Godot to another level - period. The T-pose armature seems quite valid as a standard considering game development standards; maybe code the t-pose coordinate system in the background and adjust the coordinate values for on-the-fly updates using a standard re-usable script (create bone refs and use vectors). Funny, but when I saw the t-pose character model I had fallout 76 flashbacks - lmao. As per the usual regarding your channel - awesome vid.
Hi, recently wathing all of your videos and trying to create a workflow for myself. I created a animation library as you described, later on i tried to use that library on an another taller character. Since animation has hip bone locations, my taller characters animation messed up, what topic i should be looking at?
Very good to be aware of, thanks for the tutorial! Looks pretty complicated to use still, likely won't use it unless very necessary. It's also possible to use multiple meshes on the same armature correct? As long as the weights are the same that should work and is a lot easier.
so can i use this to edit how a character holds an item? like lets say i have multiple animations can i edit every single one to my liking. the thing is i would like the edit to stay permanently unless i change it.
I already know how to make my own animations in Blender. Is there a way to avoid using Mixamo? Like can I just re-target my own animations like in a normal game? All the tutorials are like ads for Mixamo.
I think it would be actually useful if you could append new animations...I can't count how many times I forgot one animation partially through development and didn't want to re-import and set up my complex player node...or any other complex node....appending would just be better...it's the only thing I need...overall, retargeting seems good...it's the animation handling that is only moderately useful.
can this be done with script or its it only able to add it manually. the reason why im asking is that I want to be able to generate an NPC with script and then till it to gain the right bone map and till it to use the right animation library all in script to have all happen ingame to fully automate the NPC generation.
I wonder how did you have done for the following things: 1 - mixamo animations come to blender rotated 90 degress, I tried to change the rotation to 0 in edit mode, but this mess the animations! 2 - did you ever got an error who doesnt allow some meshes to be imported (AABB is negative size)
Hey Thank you I could retarget my anims to multiple models quite easily following this video. Could you lead me to how to setup your initial blender scene with all the anim in a single armature ? By default mixamo export them in multiple armatures and it's quite tedious to merge them. Keep up the good work
When you export them as fbx if you just import all of them into blender all you need to do is remove the extra armitures and blender will auto relink them. I can make a small short on it.
Hi. Suggestion: Could you do a tutorial on implementing a horseback riding mechanic with a third person controller (not the focus btw), that has some AI to navigate towards the player when called from a certain distance, showing off 3.5's new navigation system?
I'm not so sure if the models have to stay in a T-pose for the remapping to work like you said in the video but rather, that both of them need to have the same starting pose. This way it can allow for using A-posed characters. But I don't know if that's truly how it just works. Thanks for the video!
You can import characters with a or t pose with silhouette fixing it will attempt to fix it. According to one of the devs it should be in t pose but I'm not sure because I tested it with a pose and it worked
@@FinePointCGI Hi, I wonder how can we export a *.fbx file that keeps the character in T-pose and still have animations inside? Is it only work for *.fbx or *.glTF still does the same? Thanks for your insider.
Excellent, thank you very much. The bone map docs suck and it's not intuitive. I appreciate the explanation on how to use it. For animation libraries, I don't like storing them in binary as an fbx/glb. All of your animation names are useless and you can't change them because the file is read only. Instead I extract animations into a new animation library saved as .tres so it's git friendly.
I believe Godot is/was able to give same animations to different characters that shared the same bone structure. What retargeting allows is sharing same animations between different bone structures.
See there's some confusion one way or the other on that.. I have seen some PRS with bringing it into 4.0 but also I've been told they're waiting till 4.1 so I'm not sure
@@FinePointCGI True, but If I were developing for phones, I wouldn't worry about using Godot4 as is, cause phones expire pretty quick and anybody who bothers to game on a phone will have a fairly recent and decent model. The PCs and laptops are mostly low spec in my country though.
Retargeting is a huge feature, and pretty much necessary for any serious game project. I'm surprised it took this long to get it in, but at least it's finally here. The next big thing to complement this would be a stride retargeting system ala Half-Life: Alyx (or Unity's locomotion system), but not necessarily built into godot, perhaps as some addon code.
Great feature! The idea of transferring animations between different skeleton systems using an internal looks brilliant!
This is what I wanted in Godot for years. This is amazing feature. Yes, somtimes is hard, but in the future version process will be simplified I guess.
This was the main feature that Unity had that Godot didn't that I've been hoping for -- a Godot equivalent of Unity's Mechanim retargeting.
Thank you so much for this tutorial, I was looking into doing exactly that and couldn't find anything else in terms of tutorials for importing animations!
Thanks for documenting this!!
I was search for this tutorial for long time is kind from you to share us, Thanks too much
Super cool feature and thank you very much for the tutorial!
I was waiting for a feature like this for years - terrain tool I hope is coming
Your videos are amazing, don't stop!
Fantastic tutorial- thank you very much!
Just what I needed.
Great tutorial as always. I wonder if the Godot will have a feature to import skeletal meshes directly from the blender. I know that You have a nice tutorial for supporting blend files directly in Godot4, but tbh I have not tested this yet and it seems to be for static meshes only. Best regards and thanks
Very cool!
This turns my gododude mannequin project probably obsolete 😂😅💪
I was just downloading every animation I wanted to use as a separate fbx, changing their name from mixamo to something useful, and adding them to different characters.
I was removing the original AnimationPlayer and replacing it with a new one where I put the animations I wanted.
BUT... all of them were from Mixamo so this was easy.
With this retargeting, you can use different characters with different bone naming/structure names and use them as one. This is very nice.
BTW - where is this link you mentioned to the mapped bones? :)
Thank you, Sir, 🙏🌺😇
Wow! Best feature!
Animation retargeting looks to be god-tier considering reload animations addressing standard weapon types like rifles (and then you start talking about weapon reload animations). LOL. Seriously, this feature takes Godot to another level - period. The T-pose armature seems quite valid as a standard considering game development standards; maybe code the t-pose coordinate system in the background and adjust the coordinate values for on-the-fly updates using a standard re-usable script (create bone refs and use vectors). Funny, but when I saw the t-pose character model I had fallout 76 flashbacks - lmao.
As per the usual regarding your channel - awesome vid.
that is value, thanks!
I cannot see the Animation Library in the import menu I only have Scene, any idea how to fix this?
Hi, recently wathing all of your videos and trying to create a workflow for myself.
I created a animation library as you described, later on i tried to use that library on an another taller character.
Since animation has hip bone locations, my taller characters animation messed up, what topic i should be looking at?
Merci !
Very good to be aware of, thanks for the tutorial! Looks pretty complicated to use still, likely won't use it unless very necessary. It's also possible to use multiple meshes on the same armature correct? As long as the weights are the same that should work and is a lot easier.
so can i use this to edit how a character holds an item? like lets say i have multiple animations can i edit every single one to my liking. the thing is i would like the edit to stay permanently unless i change it.
Great video! Can you make a tutorial how to use Unreal Engine animations with mixamo-rigged characters in Godot?
I'll put it on my list
@@FinePointCGI Thanks! I'll be waiting)
Thank you
I already know how to make my own animations in Blender. Is there a way to avoid using Mixamo? Like can I just re-target my own animations like in a normal game? All the tutorials are like ads for Mixamo.
I think it would be actually useful if you could append new animations...I can't count how many times I forgot one animation partially through development and didn't want to re-import and set up my complex player node...or any other complex node....appending would just be better...it's the only thing I need...overall, retargeting seems good...it's the animation handling that is only moderately useful.
can this be done with script or its it only able to add it manually. the reason why im asking is that I want to be able to generate an NPC with script and then till it to gain the right bone map and till it to use the right animation library all in script to have all happen ingame to fully automate the NPC generation.
16:37 A, S, D . shortcut for animation play
I'm sold
Every programmer screamed inaudibly when you typed a new filename with a space in it
Yeah..... I have to work on that.
I wonder how did you have done for the following things:
1 - mixamo animations come to blender rotated 90 degress, I tried to change the rotation to 0 in edit mode, but this mess the animations!
2 - did you ever got an error who doesnt allow some meshes to be imported (AABB is negative size)
Hey Thank you I could retarget my anims to multiple models quite easily following this video. Could you lead me to how to setup your initial blender scene with all the anim in a single armature ? By default mixamo export them in multiple armatures and it's quite tedious to merge them.
Keep up the good work
When you export them as fbx if you just import all of them into blender all you need to do is remove the extra armitures and blender will auto relink them. I can make a small short on it.
Hi. Suggestion: Could you do a tutorial on implementing a horseback riding mechanic with a third person controller (not the focus btw), that has some AI to navigate towards the player when called from a certain distance, showing off 3.5's new navigation system?
Yeah I plan to do a navigation tutorial soon I was checking out 3.5 and it's ins and outs
Oh, and if you could, could give the horse different movement speeds for walking, sprinting and a jump? Thank you.
I'm not so sure if the models have to stay in a T-pose for the remapping to work like you said in the video but rather, that both of them need to have the same starting pose. This way it can allow for using A-posed characters. But I don't know if that's truly how it just works. Thanks for the video!
You can import characters with a or t pose with silhouette fixing it will attempt to fix it. According to one of the devs it should be in t pose but I'm not sure because I tested it with a pose and it worked
Thanks!
@@FinePointCGI Hi, I wonder how can we export a *.fbx file that keeps the character in T-pose and still have animations inside? Is it only work for *.fbx or *.glTF still does the same? Thanks for your insider.
Excellent, thank you very much. The bone map docs suck and it's not intuitive. I appreciate the explanation on how to use it. For animation libraries, I don't like storing them in binary as an fbx/glb. All of your animation names are useless and you can't change them because the file is read only. Instead I extract animations into a new animation library saved as .tres so it's git friendly.
Great video... thank you..
Could you share the bone map for Mixamo rigs?
I thought it was in the description but I guess not! here you go
drive.google.com/file/d/1Q7HbPWmLC6auDlp5l4tmKOmUK1SlUzMn/view?usp=sharing
@@FinePointCGI Thanks!
I just Love Blender 🤝 Godot, 🙏🌺😇
I believe Godot is/was able to give same animations to different characters that shared the same bone structure. What retargeting allows is sharing same animations between different bone structures.
Godot4 is going to be amazing but I want to make LowSpec 3d games. I hope it will get Gles2 and 3 renderers eventually.
See there's some confusion one way or the other on that.. I have seen some PRS with bringing it into 4.0 but also I've been told they're waiting till 4.1 so I'm not sure
Wouldn't vulkan be a better choice to use for low-spec 3d, since vulkan is much faster on mobile devices which I'm assuming you're targeting?
@@rameynoodles152 No, I am targeting old hardware as well. Mosly PC. They don't support Vulcan.
That is the rub if your phone is newer than 2012 you should be ok, but lots of markets use older devices last I checked it was ~30%
@@FinePointCGI True, but If I were developing for phones, I wouldn't worry about using Godot4 as is, cause phones expire pretty quick and anybody who bothers to game on a phone will have a fairly recent and decent model. The PCs and laptops are mostly low spec in my country though.
Ffs, it's always a struggle to do anything on this engine.
It definitely has its moments that's for sure