Mixamo and Locomotion System

Has anyone got the two of them to work together? I can get them both to work separately, but when I add the Leg Animator to a character that is controlled by the Mixamo scripts, the character won’t move. From what I can gather, the locomotion system creates it’s own animation to play back, that the mixamo controller knows nothing about. So has anyone else had any luck?

I contacted Mixamo about the missing curves in their animations, but they don’t think that is their problem… they believe it’s Unity’s problem… this is what Stefano Corazza (Mixamo) answered me back in March:

"Just to be clear, this is not something that we need to “fix”. We deliver standard FBX files (or prefab based on that).
I can send this to Rune and see why it happens. We provide working assets but of course cannot account for how they are used.
Nevertheless, given the relevance of the locomotion system we will take a look."

No news since then… :frowning:

I guess I’ll have to take another look myself then when I get the time. It might just be the character controller that mixamo provides, I don’t really see any reason why the RootMotionController shouldn’t work with the locomotion system. But then I haven’t digged too deep into the locomotion system yet.

Hi folks,

The RootMotionController was developed by a completely different developer from the locomotion system. Because of this we can’t guarantee the compatibility of the two. I personally haven’t had the time to look into this as it is a very low priority right now.

Is the problem between the locomotion system and the Root Motion Controller? Or is the problem the Locomotion System and the Animation?

I completely understand. I’m not quite sure where the problem lies just yet, I’m looking into it now. I’ll get back with some more information as soon as I have dug around some more.

The problem is quite simple and I really don’t understand why Mixamo doesn’t fix it. Mixamo animations miss all the animation curves that don’t contain data, so if a foot doesn’t rotate the rotation curve is missing; this causes errors initializing the Locomotion System. All they have to do is to generate translation and rotation animation even if there is no related animation: simply having them will make the Locomotion System work.

PinoErie, it shouldn’t be a problem. Missing curves is a poor excuse for something like that to fail. IK systems don’t need curves on the joints in order to drive them. Adding useless keys to joints is bad practice in any situation. We adhere to the standards of the industry which is don’t key what doesn’t need keys.

This keeps the curves clean and readable at all times. It also keeps the data lower. At this point in time it probably seems like noise but it’s still not a good practice to keep keys on everything.

We hesitate to change our entire system for the locomotion system. Another fix would be better. Perhaps fixing the locomotion system.

However, a work around right now is adding the extra keys yourself in whatever 3d app you use.

@Mixamo: that’s how Unity Technologies distributes the Locomotion System we all use, it’s not up to us to fix it, but for sure as a customer I don’t expect to have to mess with the models’ curves when I buy them form the Asset Store: I expect them to be tailored to be used with Unity and Unity Technologies’ tools and extensions.

Your point could make sense if I bought your anims from your website, not from Unity Asset Store. You should at least state in the assets’ description that your anims don’t support Unity Locomotion System.

PinoEire,

I understand your problem and will make the edits to the asset store descriptions. We tried to contact Ruin about working with us but never heard back.

Our animations work with all of unity’s official integrated systems and conform to the standards of the animation and game industry. The locomotion system was never a clause for testing when we set up the asset store with Unity due to it’s status as an extension created by a second party. Something outside of unity and our control.

I apologize for the inconvenience it may have cause and will file an internal ticket on the subject again. We’ll take another look at the solution to this problem.

@Mixamo: thanks, it’ll be really appreciated to have some sort of solution :wink:

Seriously? I don’t think it’s Mixamo’s responsibility here no matter how hard you try to convince them of that. Fact is, Locomotion is not developed by Unity but by Rune Skovbo Johansen and as far as I know that is still the case. Secondly, it was developed for Unity 2 and is even listed as a Unity 2 resource. I think it hasn’t even been update in a long while.

So when we look at all that, there is really no reason why Mixamo should state that it’s not working with Locomotion. In fact, it’s the other way around.

Thomas

@Thomas: You could even be correct if only Unity Technologies wasn’t using the Locomotion System as part of the currently distributed Bootcamp Demo and jointly copyrighted by the author and Unity Technologies. As a customer I look at things like Bootcamp Demo as a state of the art demo of Unity, not as an old project to trash. BTW, I don’t see why a piece of code which works just fine should be updated :wink:

And just to make it clear: I’m not ranting, I’m just expressing my expectation as a customer who paid good money for a lot of animations that I had to rework to be able to use.

While we are at it. The bootcamp demo wasn’t created by UT themselves but a third party. But it really doesn’t matter all that much. If “you” decide to use “Locomotion” which is still owned by Rune then you are at the mercy of his update cycle. That’s just how it is. What are you using Locomotion for if I may ask (out of curiosity).

Thomas

dude I got the locomotion system and mixamo working… and it was basically following the instructions on the locomotion documentation after putting the mixamo anims on the char…

I’ve Locomotion implemented in a quite ambitious project (Diablo like), first born and designed for Xbox in 2D (title is “Meet Your Nightmare”, see the 2D early project’s videos on my website) and now ported on Unity in full 3D (both first and third person). There are stairs and other props where the player can climb on, so that Locomotion System is a vital part of the project. BTW, being a multiplayer title I also bought the Networked version of it (a nice adaptation). The title is planned for release on Q2 2012.

Pino

Are you using the locomotion system from http://unity3d.com/support/resources/unity-extensions/locomotion-ik.html ? I’ve not had any trouble initializing the locomotion system yet, but then I haven’t tried many animations from Mixamo yet (I would like to make sure they work for my purposes before buying any more).

I’ll be putting in some time this week to do a full test. Stay tuned.

@steego: I usually take the last version from the Bootcamp Demo to be sure that is current, but it should be just the same of the one you pointed out. I have missing curves errors on the feet rotation.

@Mixamo: I’m keeping all my fingers crossed! Thanks for looking into it :wink: Talk to Stefano Corazza: I sent him a link to a repro of the problem (on March 7th, 2011) and that link is still valid.

Ok then… I just gave up on this. I do understand that Mixamo has it’s priorities and plans and… it’s an awesome service after all so… I’ve queued a new motion controller in my development line… it’ll be available on the Asset Store :wink: