Texture Messed Up - Mixamo Character

Hi guys! Hope you are having a great day, so I’m working on an animation with a character downloaded directly from mixamo. I haven’t touched any of the geometry, just made a couple of retouches inside Photoshop to change some of the textures but then I realized that this happend:


Why is the texture like that? Whenever I enter edit mode it comes back to where it should be but the character it’s in a walking animation and I’m not sure why texture changes it’s original position…

If you guys know of any way to fix this I’d really appreciate any advice.

Thank you so much for your time and consideration.

Regards

Nacho

Hi,

Maybe you should check your shader nodes? What’s up there?

Then the mixamo weiht paints are just bad… they deform the character in a n unwanted way… you may look into the weight map and have to tweak it…

Polygons are being squashed and stretched when moving arm by armature, so it appears wrong.

You could improve weight painting to deformation be more uniform or in different way.

It’s not only a weight paint issue. You have to add extra bones under solid parts that are constraint by the shoulder movement and arm mouvement, to keep the rigid aspect of your armory.
Dont use skeleton as this… think solid sometime.

The topology there is also really bad… it’s going to be quite difficult to weight paint that to not deform, especially because there’s only one loop of polygons between what needs to deform and what doesn’t

I think the basic problem is: the expectations someone comes up with if shown such awesome results with a mesh which does fit for this usecases… sadly in those services there is no measurement about the usablitity of the given meshes… maybe they think they would scare possible future clients… (for any pro/paid services) ?
Well… a professional might know about this or does use an advanced mesh in the first place… but any hobbiest may think… how bad am i ??

( so maybe don’t use game meshes from pre-last-gen games ??)

In edit mode select one vertex from the shoulder pad / plate.
In the 3D window side panel > Item tab check the Vertex weights of the selected vertex.

Work out which bone or bones should NOT be affecting the shoulder (Arm.Upper.R or a similar name).
Select that bones name in the Vertex Groups. (You may have to come back and do this for several groups).

Select all the problem area…

Select all the shoulder pad

Remove it from the Arms vertex group by clicking the Remove button under the list of vertex groups. Check the second picture for the button…

Try animating character again to see if the problem is fixed.
Check the other shoulder.

Don’t worry guys. I was just hoping it to have an easy fix cause I’d like to add some views from the front of the character but the main focus is its back so I guess would have to show just the left shoulder :sweat_smile:

I was aware that using a character from Mixamo had some limitations, but still it looks dope from the back! Anyways thanks for your help, will share the final results soon.

Will definetily try this