Mixamo animations are off - animation

I've had mixamo rig my skeleton with an animation, and it looks fine on the mixamo site, but in unreal it's not quite right. The feet slide while the hips stay in place, where the feet should be planted. Anyone know how to fix this?
Mixamo
Unreal

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Some of my atlas animations have cropped and only showing half

All my animations were working fine, I was adding a boss fight in level 12
Got it working but the player ship that I wasn’t working on was only showing the back half, as if it had been cropped! Yet still animated as normal.
When I tried a clean build I tested level 1 and the player ship is still cropped, along with some other animated nodes, like the weapon power up symbols.
All the other animations are working ok.
Any ideas what could cause this?
I finally worked out what was wrong and how to fix it. I had made lots of atlas files but a Xcode update didn’t like the way I had made them or the location I put them. I deleted all the atlas files and made them inside the Assets.xcassets file, using the menu and selecting create atlas sprite file.
Now all my animations work as they should

is there any way to animate images or make all kinds of animations in react -native

I have been working on a project in which needs a lot of animations to be done like riding a cycle, movement of eyes of a smiley or a person in picture. I don't really get this with the usual react-native animation. Is there any other way to get this done?
They could definitely be done through the Animated API of react native but if you aren't too familiar with it, it might become a little too much. Another alternative would be to use Adobe After Effects to design your animations and then import them into your react native project using the Lottie package for react native.
https://github.com/airbnb/lottie-react-native

Cant edit animation once created in Unity?

Im having a very weird/frustrating problem, cant find anyone who's found a solution but I know I'm not the only one. After creating animations in unity, I'm unable to edit/change them. Only create new ones.
I have created an animation and attached the animation to a game object. The game object also has an animator attached, but I don't use it for running the animation. I run it by code.
I have tried clicking the game object and opening the animation window, double clicking the animation, opening animation, everything but all I get is:
I cant go back to one animation. How can I do this?
My inspector looks like

Unity3D translates animation on import

I have an animation problem and I can't figure it out.
I've imported an animated character from Maya 2014 to Unity 4.0 using the Humanoid rig. Everything seems to work fine. The avatar was automatically recognized and the animation works but for some reason the hips won't move!
I have animated a "jumping" run so the character has to go up and down while running. To do this I have animated the translation of the hip bone and for some reason it is not imported in Unity (the rotation works by the way). So the character is running in mid-air.
What might cause this?
as you can see the hips should go up and down, but in unity it's not moving

Using Threejs Canvas Renderer in JavaFX Webview Issue with transparency

I was messing around with Threejs inside of JavaFX webview and I sort of ran into a problem i was wondering if anyone had any idea.
I basically just dropped the canvas_interactive_cubes demo into a javaFX webview component and it works for the most part except for the fact that the ThreeJs scene always just seems to want to render solid black behind itself and not let the underlying web page show through. It works perfectly fine if I run the same demo out of firefox and mess with the page under the scene canvas.
I understand that threejs was never really meant to support FX Webview but I was just wondering if anyone had any idea what could be going on to cause this?
Thanks,
Josh

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