Turning Mixamo Animation into 2d animation

Started by Hardcoal, November 21, 2020, 10:00:18

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Hardcoal

Hi. there is this site https://www.mixamo.com where you can get almost any type of character animation you like.
but i want to turn the 3d animation into 2d png animation..
anyone has an idea how to do that?
Code

Matty

#1
Yes.

Mixamo supports unity.
Obtain character and import into unity.
Setup camera as appropriate and lighting.
Animate in position.
On each update frame call screen shot function.
Stitch together resulting images however you choose.

$10 says you reject my solution.  ;')

Hardcoal

lol thats a good solution.. why would i reject it...
though ill keep checking other options in parallel..

but this is better than nothing thats for certain

Code

Qube

I use the animations ( not the actual characters ) from mixamo and render like so ( free ) :

1.. Import into Daz3D ( free ).
2.. Setup lights and stuff as required.
3.. Set your desired FPS.
4.. Set render output setting.
5.. Render each image as a series.

Nice and quick and you can sit back and watch 200 frames being rendered into PNG files ;D
Mac Studio M1 Max ( 10 core CPU - 24 core GPU ), 32GB LPDDR5, 512GB SSD,
Beelink SER7 Mini Gaming PC, Ryzen 7 7840HS 8-Core 16-Thread 5.1GHz Processor, 32G DDR5 RAM 1T PCIe 4.0 SSD
MSI MEG 342C 34" QD-OLED Monitor

Until the next time.

Hardcoal

Code

blinkok

#5
I am trying mixamo with Daz3D and it seems to go haywire



Qube

Quote from: blinkok on November 21, 2020, 23:38:09
I am trying mixamo with Daz3D and it seems to go haywire
Never used Unwrap3D but FBX files + skins from Mixamo work fine and you can even extract the animation and reuse it on other models ( rigging dependant )

Mac Studio M1 Max ( 10 core CPU - 24 core GPU ), 32GB LPDDR5, 512GB SSD,
Beelink SER7 Mini Gaming PC, Ryzen 7 7840HS 8-Core 16-Thread 5.1GHz Processor, 32G DDR5 RAM 1T PCIe 4.0 SSD
MSI MEG 342C 34" QD-OLED Monitor

Until the next time.

blinkok

#7
Try it with their mannequin model

Derron

#8
makehuman -> obj -> "your 3d tool" (daz, blender) -> export .fbx -> upload to mixamo -> do auto-rigging there (place 5-6 points on the body) -> select animation -> download -> import into "your 3d tool" -> render out

You then could eg. in blender replace the model with another "make human" one and keep the armature ("the bone system + animation") - so only have the "most work" once.

But "rigging" involves more than automatic weight painting - so other body "proportions" need manual adjustments here and there, else they might deform "unnatural" (thin upper arm versus body builder upper arm ... breasts...)


bye
Ron

Hardcoal

ill work on this soon.. and see what i can produce..
Code

Matty

Haha that's long enough - you got my $10 ;-)

(See earlier post )