I’ve just been experimenting with uploading a Genesis 1 figure to Mixamo, and importing the animated figure into Blender. There are several trillion options what with the combinations of tick-boxes and values. Thankfully, nothing is documented, just the way I like it.
I thought I’d quickly post a screenshot of what actually works – for the next 10 minutes. We all know how quickly these things change:
Note that I’m doing this in the release version of Blender 2.82, in late May 2020. It’ll probably stop working by the time either of us reads this, but hey – at least I’ve tried.
If you’ve ever tried to upload a G3 or G8 character to Mixamo, you’ll have noticed that it’s a complete and utter nightmare. Seemingly nothing will work in the plethora of export options, and a ton of time has been wasted globally, leading to anger, depression, frustration and many other feelings we as creatives cannot afford to indulge in (for our wellbeing’s sake).
I’m here to tell you that there is in fact a workaround, but it requires us to “think differently” about how to accomplish our goal of applying Mixamo animations to Genesis 3 and 8 characters. I’ll show you what works for me at this moment in time – technology is fickle, so by the time you read this, the process might very well have stopped working. Let’s think positive and hope it hasn’t 😉
I’ve just worked out how to import Synty characters into Blender via Mixamo. It’s a somewhat complex process with a few pitfalls, and while it’s all fresh in my mind, I thought I’d best write it down somewhere. The workflow is similar for both the SimplePeople and the Polygon City characters, and I would imagine other Synty characters will probably work with these instructions just as well.
Note that I’m only using Blender and Mixamo, no other plugins or game engines. I’ll also explain how to add textures while we’re in the process, because that’s not exactly intuitive. Here’s the step-by-step outline: