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Fix Mixamo Auto-Biped's wrong axis in 3ds max

by Nils Eikelenboom · in Artist Corner · 01/24/2014 (8:53 am) · 2 replies

If you're using/trying Mixamo's Auto-Biped Script and inspect you new model in 3ds max, you'll notice that the X-axis of the biped skeleton is facing forward. If you want to import your character in Torque 3D and make it work, you will need to rotate the axis, so that Y is facing forward. There is really no way to do that and have everything neatly in place and correct without breaking it down. However, I found a workaround and want to share this with you in case you need this:

- Select Bip
- Open the Motion panel
- Enable Mixer Mode in the Biped rollout
- Select Select and Rotate
- Enter -90 in the Z field of Transform Type-In (Or rotate 90' manually)
- The character should now face 3ds max's X
- Export your character without animation
- Use existing animation sequences (DSQ or DAE), also for Root!

The Rootpose will look odd, but the animations should be normal normal.
Note it's a workaround until Mixamo offers the option X or Y facing during export!

#1
08/24/2014 (7:32 am)
We have been having issues importing characters rigged in Mixamo into Torque because of the Y axis problem - Torque requires it facing forward, whereas Mixamo has it facing the other direction. When you therefore import your character into Torque spun at 180 degrees you have problems with the normal maps being inverted.

In some instances you make be able to resolve this with inverting the Green Channel in the Normal map using Photoshop, however, there are other times where this will not work - particularly where there are seam in your uv map that are exposed when reversing the model 180 degrees.

Here is the workaround that we have established.

Import your mixamo character into Studio Max and use the Mixamo autobiped script. You now have the biped setup
In character mode spin the model 180 degrees.
Now hide all bones and helpers so you have just the mesh.
Extract the mesh as an obj file
Import into another 3D package
Export from the mesh from that other 3D package as an obj file again.
Import the mesh back into Studio Max
apply the skin wrap modifier to your new imported mesh and skin wrap it to the previous skinned character. Tick the weight all vertices option and convert to skin.
Hide the original mesh for now.
unhide all the bones
Export to Torque as DAE file.

Now you have a reversed facing model with the normals all facing the right way. When you import the obj file back into Max it brings it in with the normals corrected from the other 3D package.

To finalize the skin - unhide the original mesh. Save the skin envelope weights from that model and delete the mesh. Select the new mesh and load in the skin envelope weights from the original mesh and this should bring in the previous skin weights perfectly to match the original skinning set up.

You can now animate and bring into Torque without having to adjust your normal maps etc.

Have fun.
#2
08/24/2014 (9:36 pm)
Yeah, something must have changed. We do have characters running around with the solution mentioned in the original post, but now we're having the y-pivot pointing backwards (180) with the new as well.

It would be handy if Mixamo offered an option to flip the axis, and not only being focussed on Unity3d "standards" :S