I just tried it with YBot character from Mixamo site on ue 4.17 and _rooted version have visible artifacts. Some spherical joints are missed and some vertices messed up.
Also, i think that "required_bones" should contain all bones from old skeleton, not only from bone_map.
Thanks for reporting, the problem was caused by ybot having multiple sections. I have updated the script and updated the tutorial with a special note with your credits:
Thanks! Mesh geometry converted without issues now. But there is some difference in bones hierarchy (same YBot from mixamo that i posted earlier).
Bones without vertices attached placed correctly in hierarchy, but without icon and not displayed in viewport.
Original model:
Fixed by script:
If my assumptions are correct - "required bones" in converted model must contains all "required bones" from old plus "root". Not only from new_bone_map.
Basically active_bones are the ones mapped to one or more vertices (in the old script it was the required_bones list). So i have changed the code to dynamically build the active_list, and to mark as required_bones all of the single bone of the Skeleton.
Activity
rdeioris commented on Sep 26, 2017
Hi can you post the animation file and a screenshot ?
moadib commented on Sep 26, 2017
Skin+Animation(no issues after fixup)
mixamo.zip
fixed multiple sections skeletal meshes, #228
rdeioris commented on Sep 27, 2017
Thanks for reporting, the problem was caused by ybot having multiple sections. I have updated the script and updated the tutorial with a special note with your credits:
https://github.com/20tab/UnrealEnginePython/blob/master/tutorials/FixingMixamoRootMotionWithPython.md#update-20170927-by-issue-228
moadib commented on Sep 27, 2017
Thanks! Mesh geometry converted without issues now. But there is some difference in bones hierarchy (same YBot from mixamo that i posted earlier).
Bones without vertices attached placed correctly in hierarchy, but without icon and not displayed in viewport.
Original model:
Fixed by script:
If my assumptions are correct - "required bones" in converted model must contains all "required bones" from old plus "root". Not only from new_bone_map.
rdeioris commented on Sep 27, 2017
I have updated the script a bit.
Basically active_bones are the ones mapped to one or more vertices (in the old script it was the required_bones list). So i have changed the code to dynamically build the active_list, and to mark as required_bones all of the single bone of the Skeleton.