Adobe Mixamo has a large library of animations that are excellent and currently free with no strings attached. The main issue is a custom Mixamo Maya Human IK rig/skeleton that does not like to play nice with most animation retargetting. Fortunately iClone7 3DXChange7 has a great conversion script to Characterize the model into iClone7 iAvatar format.
The caveat here is that Mixamo has a slew of characters that the rigging is not all the same. There are two standard rigs that 3DXChange7 can read.
- Y Bot (Blue) for a Male
- X Bot (Red) for a Female
Since we are only concerned with the animations we can use the Y Bot for all the animation downloads.
Each Mixamo animation has options that can be configured in the web interface.
- Overdrive should be left at 50 (Default) unless for a specific reason. iClone7 can speed/slow the animation with better control
- In Place should usually be checked for most animations…especially for game engines. Root Motion can be used though and it is well done.
- Mirror is required for some animations to get Left and Right versions.
- Arm Spacing can be adjusted here but just a little to get rid of some clipping. iClone7 can adjust this very easily.
Once done….Click the Download button
The animation Download will be simply a very generic name for the FBX. In the example shown the walk is a Swaggering Walk which the intent here is a Male Walking Cycle.
So in Genesis Framework Standards => m_walk_fwd
In the downloads folder we will rename that file to that name.
Tip: Setting up a spreadsheet of the animations required helps a lot.
- Animation Name
- Animation Type
- Animation Source
Now we drag the animation FBX into 3DXChange7 to start the auto import script.
Notice the FBX SDK version on the Mixamo download. 3DXChange7 is handling this SDK version well but they still publicly state FBX 2011 Binary in any of the videos with DAZ Studio involved. FBX 2014 did work from DAZ so not sure…perhaps some information needs updating. In any case Mixamo imports and Characterizes just fine.
Now we make any modifications to the animation right here in 3DXChange7. Reallusion has some pretty handy animation adjusters right here so why not make use of them to save time later.
Once complete with modify simply get rid of the _mixamo in the modify panel. This will show as a new animation clip in the Motion Library.
First head to iClone7 and add the appropriate iAvatar to the scene. In this case since we have a Male Walk Cycle I am using CC2 Male
Click on the new modified motion clip then click on the Apply to iClone button.
Now we have our animation working on the model. Just leave the animation the way it is for now we will come back to it. For now it is about getting the animation(s) into iClone7 and save them as an iMotion file.
Right click on the green animation clip bar and click on Save Clip (anywhere is fine but I personally like to do it on the first key frame).
You should have a custom animation folder set up where these custom animation clips (iMotion files) are kept in iClone7.
If there is an animation with Root Motion and you want to get rid of it you can.
Right Click on the Green animation clip bar at Frame Key 1 then choose Reset Pivot. This will remove any root transform data to make it an ‘In Place’ animation.
Now make new scenes in both iClone7 and 3DXChange7 to make ready for the next animation import.