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AppGameKit Classic Chat / Any interested in a easy Fuse/Mixamo/AGK tutorial?

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Alien Menace
AGK Developer
19
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Earth (just visiting)
Posted: 21st Dec 2020 20:59
Just thought I'd check interest before spending the time to write up my simple (relatively) Fuse/Mixamo/AGK workflow.
I love my Altair 8800 Replica.

http://altairclone.com/
blink0k
Moderator
11
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 21st Dec 2020 21:11
Yes please!
Loktofeit
AGK Developer
15
Years of Service
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Joined: 21st Jan 2009
Location: Sarasota, FL
Posted: 22nd Dec 2020 12:10
nz0
AGK Developer
16
Years of Service
User Offline
Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 1st Jan 2021 02:29
A simple way (or tool) to stitch sets of mixamo anims together into one fbx would be awesome.
blink0k
Moderator
11
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 1st Jan 2021 03:04
Quote: "A simple way (or tool) to stitch sets of mixamo anims together into one fbx would be awesome."

Blender will do this and i think fubes has posted some instructions on it on the boards somewhere

If you are willing to invest then Ultimate Unwrap will copy animations from other models very very easily as well as a lot of other stuff
fubarpk
Retired Moderator
19
Years of Service
User Offline
Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 1st Jan 2021 04:06
Ive broke down the steps ive used to create a combined animation below in blender

1>open blender and import your first animation
2>open a second window showing dopesheet
3>change dopesheet to action editor
4>in the action editor name the first animation something better than mixamo does
5>import your next animation
6>rename the animation to something useful
7>now you can delete the object for the second animation it wont delete the animation
8>repeat steps 5 to 7 until all animations are loaded
9>change the dope sheet to the nla editor
10>in the nla editor i click the down arrow so it shows like a button of the animation
11>with your first animation in the nla editor chose your pathline positions and add action script and select your second animation
12>repeat steps 10 to 11 for all of your animations
13>export your animation as FBX

fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk
Rick Nasher
6
Years of Service
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Joined: 25th Jul 2017
Location: Amsterdam
Posted: 3rd Jan 2021 22:08
Interested.
PartTimeCoder
AGK Tool Maker
9
Years of Service
User Offline
Joined: 9th Mar 2015
Location: London UK
Posted: 9th Jan 2021 16:27
Don't waist your time, use GoDot game tools addon for blender, import as many animations as you need, clip the root motion and export as .fbx its cake

mixamo, grab a root motion pack (or whatever you want) and a t-pose

after install addon, open blender, click the game tools tab, click set base and load your T-Pose, click add animations and add all from root motion pack (, open action editor and remove the x and z position nodes for the hip bone in all animations (i usually like to rename the animations as well), when done export FBX as usual and save blend file, the game tools addon export is for GoDot exports.







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