Mirta11 Posted August 1 Share Posted August 1 Hi, does anyone know what the proper workflow is to bake Mixamo animation to the get access to the keyframed data. I want to edit the keyframes, but when I bake it to the RigPoseNode the transformations get messed up. The joints get lengthened or something. The red character on the attached video shows the proper transformation and the other one the result after baking. Thanks, Mirta KineFX_faulty bake.mp4 Quote Link to comment Share on other sites More sharing options...
hannes603 Posted October 21 Share Posted October 21 you bake it in the rig pose in overrid mode . use fbc char import should work Quote Link to comment Share on other sites More sharing options...
Keerah Posted October 30 Share Posted October 30 1. Alternative way (if applicable). You can extract motion clip trails and edit them instead, sometimes it's very handy. 2. Mixamo joint naming uses : symbols, and Houdini dislikes non-alphanumeric symbols in the joint names, it can result in very unpredictable behavior. Not sure if it's the issue in this case but I always sanitize the joint names and reset the joint scales prior to any other editing/animation. Quote Link to comment Share on other sites More sharing options...
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