the issue with animation retargeting hands become to closed ?
I followed a 5 min animation retargeting vid on youtube .
i followed as video said . but there is a problem , when i reimport my model without animation player and add an other animation player with new animation library as child , for some reason it closes arm angles by its own ! you can see the rig which i got animation from is just fine , why does it happen ?
the static pose of your model does not coincide with the static pose of the skeleton used by the animation.
this can happen if your mixamo animations are done with a model in T-POSE but your game model is in A-POSE.
the solutions are to modify the model to be in a pose closer to the one used by the animations, or to (if you are using mixamo) re-download the animations but using a pose closer to the one in the model you want to animate.
it can also happen if the animations are from skeletons that are too different. in this case, the skeleton of the animation has narrower shoulders, or (if mixamo) arm separation is set too low.
ok , tnx for the insight
any idea for changing default pose for a model , for the model i tossed it into miximo and selected a tpose and downloaded it again , is it enough or do i have to apply any other setting so that “tpose” is default pose?
furthermore an other question comes to my mind , what if you want to download animations only not a model , ho do you deter main or configure it to be for a pose or t pose ?
I would’ve gone with editing the skeleton in blender. make sure that what you have is a model in tpose and not just an animation of the model going into tpose, but it’s probably fine if it went through mixamo?
that has to do with the model in the viewer when you preview the animation.
for example I had ybot, so the animations were created related to it. if I changed that, the new animations downloaded would be different.
when you download an animation, you can do so without a model. what determines the starting pose is the skeleton.
I recommend using an addon to add root bones to the animations, as mixamo skeletons don’t take this into account but will be needed for achieving root motion, which all mixamo animations need.
first add a root bone to your model and export it, then (in a new file) use the addon to import all the animations in fbx, this should add a root bone and transfer the animations, and delete all skeletons but one. it’s a good idea to have at least one mesh in one of the files so that the export is correct.
you can also import multiple fbx and delete all skeletons but one. this is recommended for idle animations, while the addon is used for animations that move like walking or running.
then you can export the animations into two files, one for moving and one for idle animations.
in godot, import the files as animation libraries, and add them to the animationplayer of your character.
you also have to assign a skeleton profile humanoid to your animation and model files and assign the correct bones for hands.