Amazing video! I wasn't even aware of the animation library thing and was about to dig myself through loads of mixamo animations and how to get them usable in Godot 4 myself. You saved me so much work :)
super useful info, thanks.. its amazing how powerful godot is to make these animations work on totally different bones.. this saves me heaps of work.. Now i just have to figure out how to master Animation Trees to blend animations like run + shoot or jump + shoot
Amazing tutorial. But I still have two questions: 1. When you said you "painstakingly set the skeleton bones" for the blender meta-rig, what process you had to do? 2. It is more productive to use a Mixamo rig as a base for creating my characters and animations, or is it better to use the blender meta-rig? The reason behind these questions is: I need to use Mixamo animations for general purpose animations, but I prefer to model my own characters and create some specific animations for them.
Hi first of all love your videos. Sadly this one does not work for me not shure if its godot(4.2.1) or blender (v 2.93.5). Redid it couple of times but my Animations Lib looks super off. Under Armature I do not have the Skeleton 3d but mixamorig_Root->mixamorig_Hips and so on and under animationPlayer there is only one animation. Any Ideas? Should I try it with a different blender version or godot version?
This is so excellent! Thank you so much! By chance do you have any info on getting animations that were purchased through Unity over to Godot? I have a bunch of old animation packs I want to port over, but the process seems impossible to find any info on.
Each synty pack has slightly different bone structure and names so there's no universal bone map. That may have changed since the release of their animation packs though. I've noticed they're slowly going through every pack and redoing the characters. In any case the process is exactly the same - you import the character, create a bone map and just match the synty bone names to the godot bones.
@@flynsarmy I'll need to look up some other documentation on how to do that. This was the first I've actually come across a bone map. Thank you for the reply!
@@flynsarmy I played around with it a bit and read up on the documentation. In retrospect, what I was asking was to see you click on the bone map and assign each one. For my use case, it seems to work fine automatically. Though the fingers have 4 bones instead of 3 so not sure what to do on that but I am not doing any hand animations at the moment so Ill cross that bridge later. The root motion is throwing me off a bit. Somehow they now just run in place, which is good but the issue is that the characters lack a root motion bone so I cant use root motion at all. Something to learn later I supposed as getting any animation looks way better than my old t-pose or root motion unaware teleporting back at end of animation.
Upon more testing, if I add the root motion bone to "Breathing Idle" then the feet slip. But I think for my use case, I can just use this tool to combine them into libraries and not add the root motion for now until I figure out what's going wrong there. The biggest thing for me was learning of the bone mapping. Thank you again for this video!
you have no idea how much you helped me... this video is one of the most important godot tutorials out there, A MUST
Amazing video!
I wasn't even aware of the animation library thing and was about to dig myself through loads of mixamo animations and how to get them usable in Godot 4 myself. You saved me so much work :)
What a great tutorial. Super way of explaining.
I hope you will make more tutorial about Godot animation.
super useful info, thanks.. its amazing how powerful godot is to make these animations work on totally different bones.. this saves me heaps of work..
Now i just have to figure out how to master Animation Trees to blend animations like run + shoot or jump + shoot
Now i have a workflow for animations. Thanks man! Lifesaver!!
Was wondering how this system worked and here you are to explain it so well, cheers!
Amazing tutorial. But I still have two questions:
1. When you said you "painstakingly set the skeleton bones" for the blender meta-rig, what process you had to do?
2. It is more productive to use a Mixamo rig as a base for creating my characters and animations, or is it better to use the blender meta-rig?
The reason behind these questions is: I need to use Mixamo animations for general purpose animations, but I prefer to model my own characters and create some specific animations for them.
Thanks for this video. Very useful!
This is pure gold!
Extremley useful!
this is amazing....just what ive been trying to do for months! Thanks!!
For this to work, you need blender 4.0+
thank you very much i spent a week try to figuire out how do do this my self. thx!
Thank you SO much! Saved me A LOT of time! 🙏 🙌
Thank you so much!!!
Hi first of all love your videos.
Sadly this one does not work for me not shure if its godot(4.2.1) or blender (v 2.93.5). Redid it couple of times but my Animations Lib looks super off. Under Armature I do not have the Skeleton 3d but mixamorig_Root->mixamorig_Hips and so on and under animationPlayer there is only one animation. Any Ideas? Should I try it with a different blender version or godot version?
Great video, I love it
Thank you, this was very helpful
This is so excellent! Thank you so much!
By chance do you have any info on getting animations that were purchased through Unity over to Godot? I have a bunch of old animation packs I want to port over, but the process seems impossible to find any info on.
I don't use unity but if you're able to export data to a format blender supports, you should be able to convert to GLTF and get it into Godot fine.
Would be awesome to see the process of adding the bones to a non-mixamo, like synty assets. 8:00
Each synty pack has slightly different bone structure and names so there's no universal bone map. That may have changed since the release of their animation packs though. I've noticed they're slowly going through every pack and redoing the characters. In any case the process is exactly the same - you import the character, create a bone map and just match the synty bone names to the godot bones.
@@flynsarmy I'll need to look up some other documentation on how to do that. This was the first I've actually come across a bone map. Thank you for the reply!
@@flynsarmy I played around with it a bit and read up on the documentation. In retrospect, what I was asking was to see you click on the bone map and assign each one. For my use case, it seems to work fine automatically. Though the fingers have 4 bones instead of 3 so not sure what to do on that but I am not doing any hand animations at the moment so Ill cross that bridge later. The root motion is throwing me off a bit. Somehow they now just run in place, which is good but the issue is that the characters lack a root motion bone so I cant use root motion at all. Something to learn later I supposed as getting any animation looks way better than my old t-pose or root motion unaware teleporting back at end of animation.
Upon more testing, if I add the root motion bone to "Breathing Idle" then the feet slip. But I think for my use case, I can just use this tool to combine them into libraries and not add the root motion for now until I figure out what's going wrong there. The biggest thing for me was learning of the bone mapping. Thank you again for this video!
Thank you
After I export it from blender, it doesn't have the animations. Does anyone know how to fix it?
Thanks! New subcriber here.
If i have different size of characters or weight paint it’s be working?
Godot!
thanks you!!!
Thanks Flyn
I have 0 idea how im going to get this to work on android 😂
What on earth was screaming in the background
My baby girl! Mum was looking after her.
this video is amazing. Thank you!