How to use the Mixamo Animation Retargeting plugin for Unreal Engine ( https://www.unrealengine.com/marketpl... ) to create a "Root Motion" animation from a pair of "Ordinary" and "In-Place" Mixamo animations. #UE4 #Mixamo
Documentation: https://www.unamedia.com/ue4-mixamo/d...
00:00 - Introduction to the plugin, to generate Root Motion animations inside Unreal Engine.
00:11 - Download both the "normal" and "in-place" versions of the animation from Mixamo.
00:50 - Import both the animations into your Unreal Engine project, making sure that they are both using the same target Mixamo skeleton asset.
01:08 - If the character skeleton has already been retargeted, you'll get an error message telling you that the import has failed. See the video • Improve the end result of retargeted Mixam... or the documentation ( https://www.unamedia.com/ue4-mixamo/d... ) for a workaround for this issue.
01:24 - If not done already, run the plugin's "Retarget Mixamo Skeleton Asset" action on the Mixamo character. More information in the tutorial video • Mixamo Animation Retargeting - Unreal Engi... or in the documentation ( https://www.unamedia.com/ue4-mixamo/d... ).
01:39 - Generate the Root Motion animation: right click on the Mixamo skeleton and select "Generate Root Motion Animations".
02:20 - Easily retarget the generated Root Motion animation to the UE4 mannequin.
02:34 - Simple setup to test a Root Motion animation: create an Animation Blueprint playing the Root Motion animation, with the "Root Motion Mode" set to "Root motion from everything". Then configure an empty Character actor with it and the corresponding Skeletal Mesh.