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Careful with that Mixamo 'check all' js script as Windows Defender blocks it but did not block the 1st javascript of that sort that was posted in this thread.
Thanks Good info
I had two failed attempts to pull down the huge 4.5 gig archive from my Google Drive( network error)
so I will just delete it from my Google drive.
Arnold C, would you please give more detailed info? I got V6 to upload to Mixamo (G2F kept giving me an error), but so far I'm not having any luck exporting a file that would work. At this point, I'm feeling a bit dense and would appreciate any help! :) Can you specify exactly your settings for exporting from Mixamo and importing to DAZ?
When I tried using BVHs from Mixamo from that big download direclty from them into DAZ some worked OK and some do not. 'bashful' did not. 2hand_idle did. Try several to make sure that method is valid and not just a quirk of choosing a nice animation without translation problems.
For the FBX animations from Mixamo, DAZ Studio probably could and should fix that in a future version of DAZ Studio. It is a bug in DAZ Studio the way it is working now.
I'm using almost exact the same settings Mixamo recommends, except I don't tag "Embed Textures" for I'm using an untextured figure applying Vaskania's Genesis 2 Female Neutral Grey first. For motion-transfer-purposes I don't need a textured figure anyway, it keeps the fbx small and the upload will be fast.
I found out that the Mixamo website maybe has a problem with closing the Upload Window by clicking on the "X" on the upper right. (When you then change to your assets and try to select your previously uploaded figure you'll get an error message in the previewer window. Don't know if this is browser-dependent. I'm using IE 11).
Better click on "MAKE THIS MY CURRENT CHARACTER", and the message "GENERATING ASSETS..." will appear in the previewer window, followed by "LOADING..." after some time. Only if the page seems to hang, you can reload it by pressing the "F5" key on your keyboard (or clicking the reload icon on your browser). Give it some minutes, depending on the traffic at Mixamo and the size of you file it might need some...
For the FBX I'm using the default Mixamo export options.
Import into Studio: click on "Import", browse to your FBX file containing the motion and choose the "mixamo.com" import option. When all done correctly the animated figure will load into your scene flawlessly and ready to serve as a donor figure for mcasuals script.
When creating an aniBlock from the receiver figure, use the default "Direct Copy" option, with "Transform to Object's POV" you might get some weird finger offsets.
I didn't download the complete hunk and tried only a few, unfortunately didn't keep the names. All those I tried unfortunately failed to work even on Genesis. So I scrapped that thing. It might be a faster way to get all those motions, but even if you can get them all to work somehow it will most likely take a good amount of work and time.
Arnold C, Thanks so much! I don't know if it was the export settings, not including clothing, or what... But your directions - and screenshots - worked like a charm! I got one error, but deleted the figure I uploaded and did it again. (I think Mixamo hiccups at times.) And for the first time, I was given the choice of the mixamo.com .fbx import option when bringing the .fbx file into DAZ. Awesome! Thank you!!!!
Arnold C and all... It also looks as if you can't use the pack option on Mixamo, unless I'm missing something. (And please holler if you know what it is! :) ) If I add animations to a pack, then I don't have the Skin/Without Skin option, but have T-Pose, Original Pose, and No Character as options. And none of those give the option when importing to DAZ to specify the FBX as mixamo.com, but rather show a "normal" open file dialog box where the only FBX option is Autodesk, which imports incorrectly.
However, processing one animation at a time with Arnold C's instructions seems to work fine. I think that trying to create/import more than one animation at a time using Mixamo packs is where I was going wrong. I'm not sure why it doesn't give the same options as exporting a single animation.
If someone's gotten the custom packs to work or the pre-made packs from Mixamo, can you post the settings that you used? Thanks!
I checked again and while you can't use the most of the 4.7GB (it actually amounts to able 225MB FBX or 125MB BVH of animations because it's the same ones in slightly altered formats) in DAZ Studio without that song & dance (and possible rigging charges again later) you can use those Mixamo animations with DAZ and Poser characters configured to be Unity mecanim humanoid compatible when you export and import he DAZ / Poser character as an FBX.
Good info, nonesuch00. Thanks! :)
At least some of the Daz-friendly BVH release of CMU's motion capture database animations work. I imported a few here and there, and they appear usable almost as-is also.
https://sites.google.com/a/cgspeed.com/cgspeed/motion-capture/daz-friendly-release
So the Mixamo animations work when you follow Arnold C's directions. Awesome!
All-in-all, good news for those of us working with DAZ to animate for games, videos, etc. Lots of free professional-level mocap animations out there. I wish more DAZ artists were doing mocap, but am very happy that there's more out there to work with than would first appear.
I'm also very glad to belong to the DAZ community where folks are willing to help with advice and instruction! Now if GraphMate and KeyMate would only go on sale. ;)
Here is the thread for reference:
http://forum.unity3d.com/threads/can-you-use-the-mixamo-animations-in-daz-figures-fbx.299352/
You're welcome.
(Yes, it "hiccups" from time to time. I guess that's the "peak times" when more people are connected than their server can handle).
That's indeed the case, you didn't miss anything. Packed FBX's doesn't work for some unknown reason, but packed BVH's will. Unfortunately the people at Mixamo haven't given an answer on my request yet.
Using DigiDotz's recommended method I'm getting some weird distortions after creating an aniBlock or saving as an animated pose file (in .duf format) on motions where the fingers are also animated. They don't appear on the freshly transfered motion, though. Weird.
I made a quick vid using the "Basic OpenGL" rendering option and using Mixamo's now abandoned "DAZ Victoria" to export as BVH. The animation was then imported in Studio on Victoria 4 and made into an aniBlock. Used on the Genesis 2 female with the use of my shareCG freebie on a sub track:
https://vimeo.com/180666591
I am going to try this out tomorrow, as I've wasted the whole day and into this night trying to get motion from Mixamo into Daz without errors.
(edited comment as I realised in another post you explained how you got the Victoria model in Mixamo, by signing up quite some time ago. Sadly I am a new user so I am trying by uploading the grey Vic6 base model (although not sure if it's Vic 6 or just the G2F base mesh... is it the same thing?)
I've successfully uploaded the G2F base mesh as grey skin (no textures) to Mixamo, applied the animation, and downloaded. It looks good in Mixamo, fingers and everything, exactly what I want.
However when importing into DS 4.9.2.7, there is no Mixamo option. So when I import, I get the error: "Rigging Limitation: bones without root skeleton".
I think I saw some of you were using 4.5 or 4.7? Maybe I need to roll back a version or two, if I can find out how to download and install older versions.
Arnold C, everything worked up until the import back to DS where I lacked the mixamo.com FBX option, there is only the default. Didn't download as a pack as described above, just the one animation. Do you think this could be a DS4.9 thing? Would they have removed the specific mixamo FBX option?
Thanks
JG