The Mixamo addon needs a special version for Blender 4! ❖Mixamo Addon fix for Blender 4: gitlab.com/x190/mixamo_blender4 ❖Mixamo Addon for Blender 3.6 and earlier: substance3d.adobe.com/plugins/mixamo-in-blender/
Thank you for this! 👏🏻 I didn’t know about AccuRig. I was looking for something more customizable than Mixamo, especially when it comes to the hands. Something tells me this is gonna work better for more “cartoonish” models as well.
For all who use Unreal Engine 5 you could do the same step in Blender retarget animation with Mixamo .. Its even faster in the new UE5.4 .. just right click inside content browser on the Ninja animation from Mixamo then choose retarget animation and choose your skeleton mesh of the character you just exported from AccuRIG !!! Thanks again Man your tutorials are the best !! 😊😊
I appreciate these tools but I seem to be having issues when importing animations. I have a character rigged, but when I import an animation I had major issues getting the bone list to load. I did manage to get it to load (and saved) but now it's telling me I cannot retarget and I get a few python traceback errors. On the flip side though, accurig generated a much better rig for my character than mixamo by far. Edit: For anyone who might have this issue, just try using the import animation feature in the CC/iC pipeline tab. Worked way better for me :]
Hello. Great guide. But I have a problem. Maybe there is a chance to get some advice here. When I press the "Retarget Animation" button, the face mesh becomes very deformed. The mesh literally jumps forward a couple of meters. Why does this problem happen and how to solve it? I should note that the tongue, jaws, etc. remain normal, so they do not have an effect. Only the face itself below eye level is deformed. I also discovered that if you press “rest position” on the original character model, then everything becomes normal with the mesh. And only in "posе position" does it deform again
Why doesn't my character run in the blender after doing accurig to mixamo, even though in mixamo the character moves but after being put into the blender the character does not move
Best tutorial yet, explained the workflow super cleanly that even someone who's only been using blender for a few days can follow! Quick question, any way to restore the materials? When we import the maximo animations, they seem to vanish and clicking "Match existing materials" does not seem to work this time around. (Unsure if this is to do with deleting the original on accurig'd model)
Hmmmmm... Importing mixamo shouldn't affect the textures at all. You can see how I assigned the materials manually in the previous video. The link is in the description.
How would I add an additional Mixamo animation if I download it after I've already done the retargeting? Would I just repeat the retargeting process with the armature from the new animation?
They should change the name of this software to "Crashes on Import". Not one model will load. Even a 50 polycount .obj of a T-Posed stick figure crashes the program. 3060 GeForce RTX. Any Suggestions?
Unfortunately I have found that accurig does not preserve custom normals, and can therefore make your normal maps shade incorrectly. You can work around this by transferring the skin to your original mesh with correct normals, but it is an extra step in the process
I played around a little with accurig and mixamo animations, which worked better than trying to retarget UE anims. I'm curious though, is there any benefit to using an accrurig instead of a mixamo rig?
AccuRig is a more modern app. The weighting it does may be a bit better and it has advanced features which I'll demo in another video. Its rig also has twist bones in the legs and arms which creates better deformations in the shoulder, wrists, etc. (and the Rigify rig you get from CC Tools makes use of that).
Thanks for the tutorial! quick question though. I'm tryna load up your presets but nothing is happening? like Blender says I loaded em but when I go to rebuild the bone list it just wipes whatever is already listed. I tried automatically entering everything myself but for whatever reason the acurig I'm using doesn't have shoulders listed? any help would be fantastic
I am not sure but Rokoko can be unreliable at times. For now the most stable tool for retargeting that I tried seems to be ARP. There is a free addon called Quick Mat and I hear good things about it. But I haven't given it a proper try. github.com/Arisego/BlenderQuickMap
I imported an actorcore animation from CC and tried to retarget but I get an error when pressing "Bake retarget"; it stays in T-pose with no animation baked. "Preview retarget" works fine though. Any ideas? Console says "*Error: Could not find parent bone: in Rigify rig or ORG bones!"
Hi, great video but I'm havng trouble downloading the rokoko presets. I've clicked on the link but I dont see a download button or anything similar for the rokkoko prestets zip file. Any help?
Go to the link, enter a price ($0 is fine) and then I want this. Then on the next page, click get. Then under the AccuRig & Mixamo folder, find Rokoko_presets and press download next to it.
Hi, Great tutorial. However, I have installed the CC/IC Blender tools but I do not have an import section in the N panel. Just export then lighting and so forth. Am I missing a step? using Blender 3.3 and the latest CC 1.4.9. :(
@@CGDive Thank you, I may of downloaded the wrong zip file. I downloaded the main one and now it's working. Thank you for the quick reply and great tutorial.
This can be due to many reasons such slow PC or too heavy models. But I have noticed that trying to play the animation in Materail preview or Eevee Rendered mode can be very slow especially when there are a lot of normal maps. Try switching to Solid mode.
I read the Reallusion Terms of Service (yes i am very insane) and apparently you can’t include the things you make with AccuRig in open source software Edit: worded it better
I am not a legal expert, of course but I think that is irrelevant for this workflow. Yes, Blender is open source but the 3D data you create or import in it is not. I think that rule is related to the character creator software to prevent you from using their proprietary characters and releasing them with an incompatible license. Again, this is only my interpretation!
The problem with accurig and with uploading to Miximo is neither allows hi poly meshes, and with unreal 5, low mesh is no longer necessary and everything is moving towards unreal, project red, Rockstar for example,; so these programs have decidedly made themselves obsolete. Their fine for playing around but are not going to be industry level programs until they accept hi polys.
@@CGDive yeah, anything over about 600000 is too high, it will tell you once you cross it. I was using a 1.2million one straight from z brush. I also did appreciate your video, I have been researching different ways of getting things rigged and get animations into unreal, but my current client wants the 1.2 million poly.
@@Sigrdrifaz Truly, I mean no disrespect to you or your client but my honest reaction to this is WT*? :D Obviously, I have no idea what you're working on. But I've never heard of trying to directly rig 1mil+ character in any context. Especially not for Unreal. It's quite powerful but it's still a real-time game engine.
@@CGDive it's for a commercial not a video game so lots of close up, cinematic stuff. I tried doing a lower poly model and they were not satisfied, they insisted it be higher. With unreal it's nice that it dosen't care, everything runs, but it has caused me some frustrations working so high, rigging being one, even with blender I needed to scale it really big for the rig to take, when it's too dense blender dosen't rig as easily. It will be nice in the future as things get ironed out since one can go straight from z brush with no retopology to unreal, but right now not everything is working with those poly counts.
@@Sigrdrifaz I see. One random idea is to use a decimated model for the rigging and weighting, then transfer the weights through the Data Transfer modifier. That way you'll also have a proxy model if you need to animate in Blender.
Hey I want to know if this process lets me use the model and the animation in Unreal Engine.. I need to know for my final year project, please reply thank you so much 😭
Thank you very much for your video.! I have a question. Why do I go through import Character through cc blender addon when I import fbx into blender after work in accurig? How is it different from doing fbx files with Blender's normal import?
actorcore did indeed destroy my materials, and the addone doesn't install, i mean it does install but when trying to check in to allow it, blender gives me a bunch of errors.. tried for multiple versions still doesn't work.
@@CGDive no biggie, I tried exporting it to Noesis, then through noesis exported it again to actorcore and I didn't get the same material problems. But still kind of not worth the hustle, the only reason I installed actorcore to begin with was because rigging fingers was too time consuming, but I'm not saving any time with this workflow lol
Accurig is not accurate... Most of the result was error on some software...e.g. Mixamo, Cinema 4D Studio, Moiton Builder... better using Mixamo, Blender and Cinema 4D Studio..
Hey, I need help Whenever I'm trying to do the match existing materials by selecting the armature, I'm getting "Armature object has no attribute materials" error. Could you tell me what I'm possibly doing wrong to get this