Issues with Mixamo characters

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Magic Works

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Apr 1, 2016, 4:09:17 AM4/1/16
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I am currently testing golaem for Maya. The included assets work fine but I'm trying to work with custom assets rigged and animated in Mixamo. Now everything seems fine when I load the Mixamo skeleton but I run into mind bugging issues when I load the fbx animation from Mixamo. Golaem oddly informs me that it was unable to convert the joints. I can't seem to fix this issue. I even tried to rename all the joints before computing. That didnt help. I went ahead and saved the motion file. When I tried to apply the behavior to the entity type character, the joints would not move properly, the crowd characters stood on tip toes and remained in the default T pose. Please help. What am I not doing right. Golaem newbie

Nicolas Chaverou

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Apr 1, 2016, 4:10:56 AM4/1/16
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Hi there,

Can you send files and screenshots of your problem so we can see / check what's going on?

Also which version of Golaem are you using?

Best,
N.

> Le 1 avr. 2016 à 09:59, Magic Works <magicwor...@gmail.com> a écrit :
>
> I am currently testing golaem for Maya. The included assets work fine but I'm trying to work with custom assets rigged and animated in Mixamo. Now everything seems fine when I load the Mixamo skeleton but I run into mind bugging issues when I load the fbx animation from Mixamo. Golaem oddly informs me that it was unable to convert the joints. I can't seem to fix this issue. I even tried to rename all the joints before computing. That didnt help. I went ahead and saved the motion file. When I tried to apply the behavior to the entity type character, the joints would not move properly, the crowd characters stood on tip toes and remained in the default T pose. Please help. What am I not doing right. Golaem newbie
>
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Magic Works

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Apr 1, 2016, 6:01:17 AM4/1/16
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Thanks Nicolas for your quick reply. I'm currently using version 5.0.3, see the files and screenshots attached:
Genesis.gcha
walking.fbx
Genesis.fbx
GenesisWalk.gmo
Screenshot (3).png
Screenshot (2).png

Nicolas Chaverou

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Apr 1, 2016, 1:24:45 PM4/1/16
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Hi there,

Opened your file and it looks like you sticked with what the AutoCompute Process computed.
Even if the Auto Compute Skeleton Mapping usually does a good job, in your case, you'd have to modify a couple of stuff.

Here's the list of the different things I did :

- Change the Detection Mode. Here's a capture of your Character Rig aligned with the Golaem Character File you made:

Inline image 1

As you can see the two are not aligned correctly
I changed it from joint Orient to Current Values:

Inline image 2

- I also changed the way the fingers, legs and the head is mapped
Here's an example :

In your Character File you defined that the Leg goes from the Hips to the Toes
In a biped Character, Leg goes from Hips to Ankle and then the Foot goes from the Angle to the Toes

Inline image 3 Inline image 4
Before - After

I invite you to take a look at our tutorials about Character Conversion for more details:
http://golaem.com/content/doc/golaem-crowd-documentation/converting-characters

I used the updated version of the Character File to export the motion and that worked properyly
I attached both files to that email as well as a playblast :)

Hope that helps,
Best,

N.


--
Genesis_nc.gcha
GenesisWalk_nc.gmo
motionSetup.avi

Magic Works

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Apr 1, 2016, 4:21:43 PM4/1/16
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Thanks Nicolas. I tried what you suggested and still did not get the needed results. I managed to remap my skeleton like you instructed and got the character maker to match. But I still run into issues when I apply the motion during crowd simulation. Please further help is needed. Here are my new files and the screenshot of my animation.
DemonOne.fbx
DemonOne.gcha
DemonWalk.gmo
Screenshot (5).png

Nicolas Chaverou

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Apr 1, 2016, 4:25:23 PM4/1/16
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Hi,

Please use the Character File I sent to convert your motion, that should be working

Best,
N.

Nicolas Chaverou

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Apr 1, 2016, 4:26:50 PM4/1/16
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Hey,

Btw, you're using a Locomotion behavior in your screenshot.
Better use the Motion Behavior to see how a motion looks like:

More here: http://golaem.com/content/doc/golaem-crowd-documentation/motion

Best,

Magic Works

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Apr 1, 2016, 4:31:36 PM4/1/16
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PS In order to follow your examples I upgraded to version 5.0.4. I even used your attached files and got the same result as mine.

Magic Works

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Apr 1, 2016, 4:38:17 PM4/1/16
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Thanks Nicolas! I applied the motion behavior and it was fixed. I appreciate.

Magic Works

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Apr 1, 2016, 6:02:14 PM4/1/16
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Another question. I've fixed the initial error by using the Motion Behavior. However my characters seem to be walking on air, their feet not touching the terrain when I apply the motion. What could be the cause of that? Thanks. Screenshot below.
Screenshot (6).png

Thomas François

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Apr 4, 2016, 5:20:34 AM4/4/16
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Hi,

Please read this FaQ page to know how to correct the adaptation of your character. Maybe you simply forgot to create a Golaem terrain in your scene.
Also make sure your motion has footprints, please look at the end of this page to know how to compute them.

Best regards,

Thomas

Magic Works

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Apr 4, 2016, 9:09:34 AM4/4/16
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Thanks Thomas, I fixed the footprints and everything worked out nice. I appreciate the help.

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