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blink0k
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Posted: 15th Jun 2019 05:32
Clearly not for commercial use but if you're knocking out a prototype or want to get something up and running quickly it's a fantastic resource.
They have heaps of animations
I've tested a couple of models/animations, downloaded the .fbx and it works fine.
One thing is they are VERY VERY large models. (So they should be ok to work with physics)

https://www.mixamo.com/



If anyone has any insight as to what might be possible cons please comment
Thanks

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fubarpk
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Playing: AGK is my friend
Posted: 15th Jun 2019 13:07 Edited at: 15th Jun 2019 15:39
Been playing with the Mixamo site very easy to use just wish appending animations was possible
fubarpk
fubarpk on Itch...………...https://fubarpk.itch.io/
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blink0k
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Posted: 15th Jun 2019 23:04 Edited at: 15th Jun 2019 23:23
Maybe this might do the trick

Your zombie dude. Some mesh issues but not bad for a first try

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smerf
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Posted: 30th Jun 2019 09:37
Adding maximo animations together is super easy to do in blender. and they export perfectly to .x format run flawlessly in agk
A child's dream never dies.





fubarpk
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Posted: 30th Jun 2019 10:41 Edited at: 30th Jun 2019 19:33
@blink the zombie dude looks amazing to me

Quote: "Adding maximo animations together is super easy to do in blender"

Il have to learn how the mixamo site is great just no appending the animations there
but that may be where they want money
fubarpk
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blink0k
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Posted: 30th Jun 2019 23:15
Maybe smerf could give us a short tutorial on how to append animations in blender
smerf
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Posted: 1st Jul 2019 05:51 Edited at: 1st Jul 2019 05:51
Theres a few good tutorials out there it seems a tiny bit confusing at first but after a few animations it becomes a sinch. Import animation go to action editor set animation to mesh then put it in the correct position using the dope sheet. https://www.youtube.com/watch?v=a7Gj9w70bPA&t=277sHave succesfully combined 8 animations into a smooth walk cycle in agk. the programming was much harder then then combining the model. i have an attached arissa model with animations ive combined
A child's dream never dies.





fubarpk
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Posted: 29th Jul 2019 07:04
fubarpk
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Posted: 14th Aug 2019 21:04
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
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CJB
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Posted: 15th Aug 2019 14:31
Why not for commercial use? Does anyone know the licence details for these animations? I'm sure I read somewhere they can be used for any purpose commercial or otherwise.
JLMoondog
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Posted: 15th Aug 2019 17:03
According to the Adobe site, you can use the animations embedded with your creations in-game royalty free. No need to give them credit. The only thing you can't do is distribute the animation in it's raw form in any way, free or for sale.
Golelorn
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Posted: 19th Aug 2019 01:31
This is awesome!
Thanks so much for sharing!
fubarpk
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Posted: 10th Dec 2019 23:13
unlock
fubarpk
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blink0k
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Posted: 17th Jul 2020 02:59
Just FYI.
I have Ultimate Unwrap and it has the ability to import animations as long as the model has the same structure.
It's incredibly easy to do (File->Import->Animation and select the model) and works perfectly with mixamo generated (.fbx) models.
Along with it's great import/export capability, texturing and outstanding support i think it's well worth the $50.
Note : I have no affiliation with UU other than i own the product and think it's amazing, just like AppGameKit
ruckertheron
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Posted: 1st Aug 2020 19:25
Yes I have combined animations by just loading in the different models in Blender. Its loads in the skeletal animations even if you delete the models down to the one model.. It was a while ago but I appended them in blender and renamed them. Just the .fbx had to be scaled correctly or the model looked warped... Side bar to BlinkOk.. can UU make an object's textures that are from a .x into one atlas texture? If so I would buy immediately.. Haven't seen any documentation on that
blink0k
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Posted: 2nd Aug 2020 00:08 Edited at: 2nd Aug 2020 00:08
Quote: "can UU make an object's textures that are from a .x into one atlas texture?"

That could mean a couple of things.
I assume your asking if you can could have multiple texture maps in the one atlas image
If you want that then a combination of Texture Packer (Which has an option to accommodate AGK) and the AppGameKit command LoadSubImage() would do that job easily

If you want to have multiple meshes that use one image you could use the Scene splitter to break up a model into it's groups that would all use the same (or different) texture(s).

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