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Mixamo Animation Store trouble with animations

Discussion in 'Animation' started by Frost-Dragon, Jun 20, 2014.

  1. Frost-Dragon

    Frost-Dragon

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    I bought some animations through the Mixamo Animation Store, they worked fine in the preview but when I went to add them to my animator they wouldn't work. I went to look at them and there was no preview, so I dragged the model I used for the preview into the preview section, but it wouldn't take. So I dragged a different model, one that is not set up as a humanoid but as a generic, and the model went into the preview, but it wouldn't animate, probably because the model is not set up for that animation.

    So does anyone know what to do? I really need to get these animations working so I can get onto the next phase of my game!

    Thanks
     
  2. TonyLi

    TonyLi

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    Did you buy the animations through Mixamo's Mecanim Animation Store or the older Mixamo Animation Store? Animations bought through the older Mixamo Animation Store aren't retargetable, meaning you can't apply them to models with different skeletons. If this is the case, contact Mixamo support to see if you can get them in Unity4-compatible format.

    If you used Mixamo's Mecanim Animation Store, you can retarget the animations to any Humanoid rig. I realize this is what you're having a problem with, but I just wanted to reassure you that it does work. I use Mixamo animations extensively with Mecanim. The only non-default setting I use is to set Root Transform Rotation > Based Upon to Original (and occasionally changing the Offset angle if necessary).
     
  3. Frost-Dragon

    Frost-Dragon

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    Mixamo support contacted me and told me there was a bug, but it has been fixed now.
     
  4. Parallaxe

    Parallaxe

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    I also have a problem with the Mixamo animations:

    I am applying a "walk" animation to a Humanoid rig through the Mixamo plugin in Unity. When I apply and run the animation, my character's mouth is open, even though the mesh has a clothed mouth.
    But when I watch the animation via the Mixamo plugin preview in the editor, all looks fine and the mouth is closed. I am using the "walk" animation through Mecanim on a Humanoid rig. I have no mirror flags set.

    This is how the preview looks like:


    And this is how it looks if I actually buy and apply the animation (look at the mouth):
     
  5. TonyLi

    TonyLi

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    Try unassigning the Jaw bone.
     
    Parallaxe likes this.
  6. Parallaxe

    Parallaxe

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    Hi Tony

    You seem to be the good soul everywhere, not only for "Dialogue System" (-;

    Thanks for the suggestion, that worked. But I still don't get it, why the preview is correct and the glitch is only happening after I have bought/downloaded/applied the respective animation.
     
  7. TonyLi

    TonyLi

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    Happy to help! Mixamo should be able to give you a better answer on their support site, but you can try examining the animation in Unity to see if it has curves for the jaw. If not, at runtime Mecanim will drop the jaw into what it thinks is the default position. By unassigning it, you're telling Mecanim to leave it alone.
     
    Parallaxe likes this.
  8. Parallaxe

    Parallaxe

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    Hi Tony

    I have raised this issue on the Mixamo support site like three or four days ago. But nobody from Mixamo has yet replied or cared about my problem. I'm quite disappointed with Mixamo support.

    I still don't understand why the effect doesn't occur in the Mixamo preview of the anim on my character, but at least your workaround helps to resolve this rather strange effect. Again, thanks a lot for your help. Wish Mixamo would be as helpful as you.
     
  9. TonyLi

    TonyLi

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    Hmm, try emailing their support directly at support@mixamo.com. Maybe they're at an event.
     
    Parallaxe likes this.
  10. Parallaxe

    Parallaxe

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    Mixamo has finally replied, but only to tell me that it is a Unity issue. I should go and contact Unity support.

    Therefore, I have contacted Unity support and of course they told me that it's not their problem, but I should go and talk to Mixamo support instead.

    I suppose, this is how a ping-pong ball must feel ...
     
  11. TonyLi

    TonyLi

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    Wow, sorry you're getting the runaround. I'm pretty sure Mixamo's previewer uses the legacy animation system. The problem is probably in the way the animation is configured to work in Mecanim. If you view the animation in the Animation View, you should be able to identify which bones it controls. You can try to match up the face/jaw bones with your avatar. Maybe the automapper assigned the wrong bone to the avatar's jaw.
     
    Parallaxe likes this.
  12. Parallaxe

    Parallaxe

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    Happy end for the poor ping-pong ball: Unity has finally confirmed that this is a bug in the editor. Bug report has been filed as requested by Unity.

    Again, I have to express my sincerest gratitude to TonyLi. Even though he had absolutely nothing to do with the bug, he was always trying to help and provided valuable ideas for workarounds.

    Thanks a lot, TonyLi, your dedication is simply outstanding (-:
     
  13. TonyLi

    TonyLi

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    Happy to help! We all come out ahead when we help each other.
     
  14. Dave-Hampson

    Dave-Hampson

    Unity Technologies

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    Hmmm, I'm not entirely sure that we did. Are we talking about bug 622151 here?
    Are you referring to the fact that QA were able to reproduce the problem, perhaps. Here is what they wrote:
    "We have been able to reproduce this bug and have sent it for resolution with our developers. We cannot say when the resolution will be publicly available."

    However when the bug was sent on to our Mecanim team, here is what they said:

    "This is expected, in fact the problem is within the mixamo preview, mixamo is using the animation component to preview the clip, but mecanim use the animator component. The animation clip generated by Mixamo does have a Jaw animation curve with a value of 0 which is why you see the mouth open.
    You need to log a bug to Mixamo. There is a high chance that you won't get the same result because they are not using the same component to show the animation."
     
  15. Parallaxe

    Parallaxe

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    Hi Dave

    In July I have receiced the following from support@unity3d.com:

    However, in October I have received the same feedback as yours from Unity QA. I have forwarded it to Mixamo but unfortunately Mixamo has not provided any feedback or solution yet.