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Mixamo in blender11/8/2023 ![]() ![]() ![]() And of course Mixamo comprehended the model with no issues. ![]() The model works fine in Blender (and can be posed as one would expect, with all the parts, both connected and unconnected, moving along with the bones). There must be a way of having floating body parts (such as a halo) without having invisible objects linking them. In your example photos, what program are you using? If it's Mixamo, how do I get to that page? When I upload my character, the auto-rigger works it all out without presenting any options for me to edit the points of the model. Is there a way for me to edit the model so that the existing animations can be used? Or must I start from scratch? I realise it's not your role to teach me Blender! I'm unsure of my next step and would be grateful for any insight. (enable proportional editing to also affect neighboring keyframes - otherwise your animation will only look right at that specific frame and snap right back at the other ones.Thank you very much for help. You can also pick a point in time where you want to modify the movement, select a keyframe on the curve there, and move it up and down so that the hand's position is the way you want it. For example, to move the arm, you want to select either the upper arm or forearm bone, go to Curve editor, type "rotation" into the curve editor search box and try moving the whole curves up and down. ![]() then make sure to turn the IK influence down to 0 for these (otherwise the mixamo animation won't work). If you've rigged the rest of the arms, legs, etc. For example, you can leave the rest of the animation as is, and just control the arm with your IK. Create your own IK controls on top of it ( I usually import an already IK-rigged model into Mixamo, but you can apply IK to a fresh rig imported from Mixamo).I realize this is an old question, but the best way I found for editing Mixamo's animations are these: ![]()
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