Ambiera Forum

Discussions, Help and Support.

Ambiera Forum > CopperCube > Help with CopperCube
Mixamo rifle shoot

Des
Guest
Quote
2023-03-18 13:46:47

Guys, pls who knows how to fix the deformed wrist of the mesh when rifle shoot animation is attached to it in mixamo


VP
Guest
Quote
2023-03-18 17:18:19

Largely depends on 3 main factors- how you place the rig points, the polygon count of the model and which shoot animation you use.

Try a different shoot animation, try different rig-points or (if there are no polygons where the wrist joint is) subdivide the model to add more polygons in the arms.


Monks
Guest
Quote
2023-03-18 18:00:28

Thanks but actually it's a mixamo character and I didn't auto rig it myself is there any workaround using blender, because that specific animation is only one of a kind


VP
Guest
Quote
2023-03-18 20:51:31

Sure, let me know which model it is and I'll rig it for you and add any mixamo animations you want if you give me a list?


Des
Guest
Quote
2023-03-18 22:13:29

Exo gray character in mixamo and I need rifle shoot and rifle idle animations thnx very much 4 your kindness


VP
Guest
Quote
2023-03-19 01:48:19

You're welcome, try this one....

https://mega.nz/file/HX5UjAha9jv...


VP
Guest
Quote
2023-03-19 01:52:05

The forum wont allow the link - so sorry, you'll have to type the URL manually....

🔎︎



Des
Guest
Quote
2023-03-19 07:45:53

Unfortunately I'm having problems I tried it manually and it claims the link is invalid


VP
Guest
Quote
2023-03-19 20:19:47

Sorry about that- No worries, I'll upload it to my itch.io for you.


Des
Guest
Quote
2023-03-19 21:18:34

Much appreciated


VP
Guest
Quote
2023-03-19 22:02:16

A pleasure. Try the ExoGrey file on this link, let me know if it works for you or not....

https://veganpete.itch.io/free-c...


Des
Guest
Quote
2023-03-20 00:59:07

Thanks but did you alter anything using mixamo or
any 3rd party software


VP
Guest
Quote
2023-03-20 07:35:23

You're welcome.

Yes, I did modify it: I re-rigged the original mixamo model (moved the wrist points) and then used different animations to avoid the twisting. I repacked the textures using coppercube to get the filesize to 1MB (original textured mixamo model and animation was 36MB). I then merged the multiple mixamo fbx animations to a single fbx file (with multiple animations) using UltimateUnwrap3D pro and merged the materials from 3 slots to 2 slots during export to make it draw quicker in coppercube.

If you'd prefer, I can give you the original mixamo textured model without the rigging? Then you'd be able to upload to mixamo and rig/animate it yourself there? It would have 3 material slots which (might) be lost when importing to coppercube (but you could probably get someone to fix that for you in blender). There's an online service to merge the animations if you don;t have 3rd party software....

https://nilooy.github.io/charact...


Des
Guest
Quote
2023-03-20 18:44:36

Seems like I'm worrying you forgive me umm how did u exactly vet the wrist joint untwisted


VP
Guest
Quote
2023-03-21 10:39:58

No bother at all - that's what the forum is for.

To untwist the wrist, the main thing I did in this case was to carefully choose the animation - I previewed all of them and just picked the best ones. Some mixamo animations just don't work well on certain models, yet they will work perfectly fine with others - so you have to trial-and-error each time you want a different model. Unfortunately, a lot of the idle rifle animations on mixamo are not great for the wrists of certain models -but luckily there are many similar animations to choose from so you can usually find one that will work with any model. In this case, I downloaded a couple of other idle animations to test and they both worked.

The other way (which didn't make much difference in this case) is to re-rig the model. Because the ExoGrey model is a mixamo model (already rigged), to re-rig it, I had to download the ExoGrey modelfrom mixamo and then delete the rig/bones (I used Ultimate unwarap 3D pro - but you can do it in Blender or similar), then I uploaded the new model to mixamo agai, then autorigged it by dragging the markers onto the model (I tried a few times to get the wrist placement as best I could) - it did help a little bit but some animations still twisted the wrist joint.

A quick tip is that you can trim (prune) any animation (eg: walk with rifle - or aim rifle etc) to make your own "rifle idle" animation - just cut it down with the sliders to a few frames - pick the best loop you can find, then use the "blend animation" in coppercube to blend few frames together and make it look smoother and not jerky.

A proper (professional) fix is to add "weigh-painting" to the rig to perfectly define/control how the bones move - but that's beyond my skill/interest level at the moment.....
https://www.peachpit.com/article...

...but be aware that there are several autorigger plugins for blender which do the wight-painting it for you or several tutorials which go in depth how to do it in blender - personally, I prefer the easiness of mixamo but a good alternative to learn is Cascadeur - you can make any animation you like and also rig your models - it's free and it used real-physics and AI to make stunningly realistic, natural animations - but you will have to spend a bit of time to learn how to use it. It's too complicated for me.
https://www.youtube.com/watch?v=...


Create reply:


Posted by: (you are not logged in)


Enter the missing letter in: "Int?rnational" (you are not logged in)


Text:

 

  

Possible Codes


Feature Code
Link [url] www.example.com [/url]
Bold [b]bold text[/b]
Image [img]http://www.example.com/image.jpg[/img]
Quote [quote]quoted text[/quote]
Code [code]source code[/code]

Emoticons


   






Copyright© Ambiera e.U. all rights reserved.
Privacy Policy | Terms and Conditions | Imprint | Contact