Mixamo to Stride Editor workflow

hi all,

would be cool if sb could recommend a workflow from mixamo to stride editor. I tried exporting as fbx and dae with all different skeleton types.

my model imports with red exlemation marks. I can place my model, and tried to add the animation via modifier to it, but I am unable to get a working asset preview.

when I try importing my model into strides “animation” preset scene the editor instantly crashes.

is it maybe just a problem of hierarchy inside the 3d file or does stride expect different bone names?

test.zip (595.0 KB)

I have no clue, but I would ask that in the Stride Discord or the Stride GitHub discussions.

I think I managed to make it work, but I had to use custom skeleton, that is uploaded to mixamo. E.g. rig model, then upload it to mixamo, then grab animations… And it was 100% fbx, 2013 I think

Got it working with Mixamos default models which use a 65 bone rig. It did not work for my uploaded and auto rigged ones.

I exported as FBX 7.4 with and without skin. Importing the animation did just work when from the file without skin! So importing the rigged model from file A works with the animation imported from file B. Both skeletons work.

Now how do I playback this in Stride? I could not find any tutorials, and the stride project file @sebescudie uploaded some time ago is offline it seems.

Stride has an animation script and there are video tutorials about it and it is also described in the manual.

vvvv also comes with two help patches that link stride projects where animation is playing. just forgot their names.

Which project file are you referring to? :)

@sebescudie sorry, mixup with @Hadasi :)

ha! I managed to get it running.

Animation

upgrading the project to .1984 throws some errors but works:


error.zip (1.1 KB)

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you should use the exact same version as vvvv. and change the version only when vvvv doesn’t access the project. if vvvv locks the DLL because it uses methods from it, you cannot rebuild the DLL.

so if vvvv is open and accesses the project, only work on the assets, not the C# side of the game.

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