Extending the Walk Cycle for Mixamo Animations - In Blender for BeamNG

Published on ● Video Link: https://www.youtube.com/watch?v=cZNRSNLGa4Y



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Duration: 19:34
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https://1drv.ms/u/s!AoPEwcmh86n10jaJs4vtdn_DaUQF?e=FhYe9u
-Extract the folder and place it in your level's folder...
Example...
-C:\Users\artis\AppData\Local\BeamNG.drive\0.28\levels\smallgrid\walk3
Import in from Asset Browser.

Let me point out, that the animation used was not one that walks in place. Mixamo will say if its walking in place.

This video will show you how to extent those short walk/run cycles from Mixamo.
Sorry, there is a process that took a while to work through to fix the deforming mesh . I leave that part of the video because you too will likely have same problems. At least this way you can say, oh, I see, he had same problem, what did not work and what worked.

-I also show how to make it so that the animation does not vanish from view during its walk cycle when in BeamNG. Animated DAEs that go from point A to B have a very small window of view for the camera. They will vanish when the camera is looking around. And reappear and disappear. That is solved too.

This mesh does not walk with a limp like the one in the previous video.







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