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How to Create a Mixamo IK Rig in Unreal Engine 5

In this tutorial, we will delve into creating a Mixamo IK rig in the new Unreal Engine 5. The Unreal Engine has evolved significantly, providing new features and enhancements that streamline the rig creation process. By following the steps outlined below, you will learn how to set up an IK rig for Mixamo characters, import animations, and retarget them onto the new mannequin in Unreal Engine 5.

Getting Started

To begin, follow these steps to set up a third-person project in Unreal Engine 5 and import your Mixamo character and animations.

  1. Create a New Project:

    • Select the third-person template and give your project a name and directory.
    • Allow time for shaders to compile in Unreal Engine 5, especially if it's your first project in this version.
  2. Organize Your Project Structure:

    • Create a 'Mixamo' folder in the content drawer.
    • Within the Mixamo folder, create a 'Materials' subfolder for future use.
  3. Import Mixamo Character:

    • Download your Mixamo character (e.g., Xbox character) from the Mixamo website.
    • Import the downloaded FBX file into Unreal Engine 5 by right-clicking in the Mixamo folder and selecting 'Import to Game.'

Setting Up the Mixamo IK Rig

Now, let's create a Mixamo IK rig by establishing chains of bones for retargeting purposes.

IK Rig Creation

  1. Create a 'Rigs' folder within the Mixamo folder.
  2. Generate bone chains matching Unreal Engine 5's example rig names for easier retargeting.
  3. Set up chains for spine, head, shoulders, arms, fingers, legs, etc.
  4. Optionally, create a full-body IK solver if required for future Mixamo character usage.

Retargeting Mixamo Animations

Once the IK rig is set up, proceed with downloading Mixamo animations and retargeting them onto the Unreal Engine 5 mannequin.

  1. Download desired animations from Mixamo and import them into the Mixamo folder in Unreal Engine 5.
  2. Create an IK retargeter asset, choosing the Mixamo rig as the source and the new Unreal Engine IK rig as the target.
  3. Adjust the pose to match the Mixamo character by editing bone settings and IK adjustments.
  4. Experiment with the retargeted animations, making further adjustments as needed.

Exporting Retargeted Animations

After the animations are retargeted successfully, you can export them for use in your projects.

  1. Export the retargeted animations to your desired location within Unreal Engine 5.
  2. Ensure the animations are seamlessly retargeted and aligned with the new IK rig settings.

By following these steps, you can efficiently create a Mixamo IK rig in Unreal Engine 5, import animations, and seamlessly retarget them onto the new mannequin. Experiment with the settings and adjustments to achieve the desired results for your projects.

Remember, practice makes perfect, so don't hesitate to explore and fine-tune the process to suit your specific needs and preferences.

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