


There's a 2500 animation pack from CMU that someone retargeted to UE4 skeleton on the forums but it's animation quality is hit or miss. There's also the free Paragon characters that have animations.

That being said: There's a free 62 animation pack for the UE4 skeleton in the marketplace. So unless you get good at retargeting to expand the compatibility between different skeletons, an animation will not look good without a matching skeleton. Animations are technically only compatible with the skeleton they were made for. It’s probably the difference in rigging structure is why Mixamo dropped direct UE4 support.The thing to understand is animations are unique to a skeleton/character. “Sometimes” you can retarget in UE4 to an “acceptable” result but for the most part it’s a “bang your head on the keyboard process” that is better done using an external application more suitable for the purpose of authoring animations and more so if attempting a retarget of two rigs structured differently. In the case of Mixmamo the rigging is based on the construct and naming convention of MotionBuilder so it does not require the zeroing out of the rotation transforms as it seems to be in use with the UE4 rig mannequin as well the joint rotations for twist is parented different so it’s not uncommon to have a joint rotation go off in unexpected directions as would be expected from an unmatched rig. Old school wise setting up a BVH rig required the rig in the t-pose position followed up by zeroing out the joints rotation transforms so that the additive animation applied started out at zero.

Yeah sorry to say this is a historic problem of being able to do a 1-1 conversion of animation data as there is always the problem of how the rigging was constructed as part of the original authoring of the animations.
