Help
 
Frequently Asked Questions
Having trouble uploading textures to the Auto-Rigger?

If you are uploading an fbx, make sure that the embed media option is selected when you export the fbx.

If you are uploading your character as an Obj, follow these steps:

  1. Export the character as an obj with materials option on.
  2. Take the .obj, mtl, and texture files and zip them.
  3. Upload the .zip file to Mixamo.com


I keep getting stuck on the "Plugin Check" screen, whats wrong?

In our experience, we have found that the Unity3D plugin has a hard time operating behind a Firewall or Proxy Server. Please disable them and try again. If it still doesn't work please do the following:

  1. Go to mixamo.com, and load a motion into editor page
    1. you should see the spinning ball
  2. Check out the Unity plugin viewer logs
    1. Full instructions for finding the files are @ Unity3d
    2. on mac: ~/Library/Logs/Unity/Player.log
    3. on windows xp: C:\Documents and Settings\(current user)\Local Settings\temp\UnityWebPlayer\log
    4. on vista/7: C:\Users\(current user)\AppData\Local\Temp\Low\UnityWebPlayer\log
    5. There can be many previous log files in these directories, make sure you are getting the latest one
  3. Find the newest .log file, open it up, and copy it's contents into an email to Support (at) mixamo (dot) com.

How do I create an animation?

Click on the Motions Tab on the top of the screen. This will bring you to a thumbnail preview page of all the different animations that we offer. Mousing over the thumbnail will show the motion in action, while clicking on "Customize" will launch the Motion Edit screen for you to modify the motion. Motions that you customize can be saved by clicking on the "Save" button and found again on the "My Sequences" page.

Be sure to check back often on the Motions Tab as we will be adding new motions on a regular basis.

How do I create a sequence?

Start by clicking on the Motions Tab at the top of the screen. From here select the motion you wish to start with and edit it to your liking. In order to add a motion to the sequence you must click the “Click to Add” button located below the animation viewer in the sequence editor. This opens a new widget to search for, and select motions from the same webpage, it replaces the sliders to the left of the animation viewer. Search for the next animation and click on the thumbnail once you've found one you like. It will automatically be added to the sequence. Clicking the save button will save your current sequence to the"My Sequences" page. Read more about Sequences Here

When I click on the Editor tab nothing happens.

You must first select a motion before you can begin editing.

When I go back to the motions page and select a new animation it doesn’t add it to my current sequence.

In order to add a motion to the sequence you must click the “Click to Add” button located below the animation viewer in the sequence editor.

Nothing happens when I click “Click to Add” on the sequence editor bar.

Clicking on “Click to Add” opens a new widget to search for, and select motions from the same webpage, it replaces the sliders to the left of the animation viewer.

Can I reorder the motions after placing them into the sequence?

At the moment no. So take care to order your motions correctly.

Can I add a motion between two others?

Yes, click the small plus sign between the two motions you wish to separate.

The transition between the motions looks strange, how can I fix it?

Between each set of motions is a small transition arrow, click the arrow to open the transition planel. Here you can select the pivot point you wish to have the transition occur at.

If I want to tweak a motion do I have to pay full price to download it again?

NO! Pay once and any variation of that motion on the same character is FREE!

How can I apply mixamo motions to my character?

We support retargeting our motions to any bipedal skeleton with a minimum set of joints. You can click on "Upload Your Own Character" either on the "Characters" page or "Upload Character" on the viewer pager and you will be guided through the process of uploading your character and skeleton. If you are using a standard naming convention for your joints your character's skeleton will be automatically mapped to our general skeleton. If not, you will be presented with our easy to use mapping UI where you can map our skeleton to yours. Once done, you will be able to view and download any Mixamo motion baked onto your character's skeleton. You can look at the workflows for Maya, 3DsMax, Blender, Unity, ShiVa and more here.

My character won't upload, what's wrong?

There’s several common reasons why characters fail to upload properly. Here’s some steps to go through to help fix your character upload!

1) Make sure the character file isn’t too large. If it is, remove the mesh and textures on your character first, leaving only the skeleton for upload. Any other questions can be answered here!

2) Make sure you are uploading the right format. We are supporting FBX and OBJ files. For OBJ models, if they have materials and texture you can zip them into a .zip file and upload it.

As a general rule make sure the character is in T-pose. An example of a proper T-pose is displayed on the beginning of the Upload Character process. If the character is not in T-pose, the joints on your skeleton will not map properly, resulting in an error.

What happens if my character's skeleton has extra joints (such as for rigging cloth)?

As long as the minimum set of joints requirement is met, we support any number of joints. If the joints in your character exceed the ones in our general skeleton (e.g. your character has more than 9 spine joints) we will simply not bake any motion into these extra joints but we will still provide a working animation. The extra joints will not have any motion baked into them so you can edit them however you wish.

Do you support only bipeds, or are quadrupeds supported as well?

We currently support only biped retargeting, but quadruped retargeting is in the future plans. As for rigging, we also support bipedal characters only.

How does your auto-rigger work?

The Auto-rigger is built over a unique mathematical framework and a lot of beautifully rigged characters from top artists/riggers in the industry. We implement data-driven approaches where our smart algorithms learn from great examples. The overall result is the sum of the work of great riggers as opposed to some procedural method, for best visual results.

The auto-rigger accepts all kind of manifold or non-manifold meshes, multiple meshes, compenetrating meshes and you can even upload multiple levels of detail at once.

For best results model your character with good topology and with the arms in A-pose or T-pose.

Will the animation I create work with standard 3d packages such as Maya and 3ds Max?

Yes, we support FBX, BVH and Collada format files which you can download and then import into most 3D applications such as Maya, 3ds Max, Motionbuilder, XSI, Blender, C4D, Houdini, etc.

How do I import my animation data into Maya and 3ds Max?

Simply launch Maya or 3DsMax, go to File > Import and select the FBX file you have downloaded. You can also apply motions downloaded from Mixamo to your pre-existing characters. You can look at the workflows for Maya, 3ds Max and Motionbuilder here or you can watch our tutorial here.

How do I make my imported .fbx model to scale in Maya?

In Maya go to Display>Grid and click on the option box. This will open the grid options window. Change the Length and width to 500.00 units. Change the Grid lines every: to 20.00 units. Change the Subdivision: to 1.00

The .fbx file I downloaded doesn't work in my version of Maya, Motionbuilder or 3ds Max?

You will need to download the latest .fbx support plug-in for your application from Autodesk here.

How do I export a CAT as an .fbx?

Before exporting the CAT remember to collapse the Morph modifier so it doesn't cause errors in the fbx exporter.

What versions of Autodesk products are supported for your FBX format?

Since we are using Autodesk FBX SDK to generate our FBX files we have full compatibility with all Autodesk products and with all the other products which have good FBX support, including game engines. As for the most frequently used software, we currently test our workflows on the following versions:

  • Maya 2014 (32 & 64 bit)
  • Maya 2013 (32 & 64 bit)
  • Maya 2012 (32 & 64 bit)
  • Maya 2011 (32 & 64 bit)
  • Maya 2010 (32 & 64 bit)
  • Maya 2009 (32 & 64 bit)
  • Maya 2008 (32 & 64 bit)
  • Maya 8.5
  • 3ds Max 2014 (32 & 64 bit)
  • 3ds Max 2013 (32 & 64 bit)
  • 3ds Max 2012 (32 & 64 bit)
  • 3ds Max 2011 (32 & 64 bit)
  • 3ds Max 2010 (32 & 64 bit)
  • 3ds Max 2009 (32 & 64 bit)
  • 3ds Max 2008 (32 & 64 bit)
  • 3ds Max 9 (32 & 64 bit)
  • Motionbuilder 2014
  • Motionbuilder 2013
  • Motionbuilder 2012
  • Motionbuilder 2011
  • Motionbuilder 2010
  • Motionbuilder 2009
  • Motionbuilder 7.5 (Ext2b)


Make sure you have downloaded the appropriate FBX plug-in from Autodesk here.

Why do the fingers and other end joints on my character look broken in Cinema 4D?

No idea! But you can do this to fix the broken fingers / toes import error you get from importing an auto-rigged character into C4D. Follow these simple steps:

  1. Download the character from Mixamo.com in "Original Pose"
  2. Load it into C4D then click on the Skin tag.
  3. Click "Set Bind Pose" in the attributes Manager.
  4. Done!


This doesn’t work on the T-Pose version but if you have C4D Studio and want to use the T-Pose, fixe the fingers on the Original Pose version, then use the Retarget Tag to from the T-Pose to the Original to set it correctly!

How do I get Mixamo animation into XNA 4.x?

We recommend the FBX Converter 2012.x in editing the data for use in XNA. FBX Converter

  • Download the skinned animation code sample from here.
  • Create a Mixamo animation on a model with less than 74 bones.
  • Using the 2012.x converter remove the bind pose take. XNA does not support multiple takes.
  • Using the 2012.x converter save the exported take to FBX 2011 format.
  • Import the final FBX file into the build content pipeline. Set the content processor to SkinnedContentProcessor.
  • In the Mixamo skinned animation change the take to "mixamo.com".


Compile and run!

How do I remove the checklist on the right of the screen?

On the center of the left-hand side of the checklist are two little arrows, clicking them will dock the checklist. The checklist can then be undocked if you click those same arrows again.

Can I use Mixamo characters for my own projects?

Yes you can! You can use all Mixamo characters (both default and custom) in your projects. The only restriction we impose, is that you can not resell them. This means you may only sell our models and animations when embedded in the product your selling.

From our user agreement: 3.4 License to Animation Data; Distribution of Embedded Animation Data: "User’s license to use and distribute Animated Data is limited to Embedded Animated Data. Redistribution, or republication or commercialization of Animated Data that is not Embedded Animated Data is prohibited. For example, approved distribution or use of Animated Data as Embedded Animated Data includes, but is not limited to:

(i) As rendered moving images; resold as part of a feature film or broadcast or otherwise used in demonstration or marketing materials.

(ii) As part of a game if the Embedded Animated Data is contained inside a proprietary format and displays inside the game during play.

I'm interested in a motion model that is not yet available in the Motion Tab, what should I do?

If you search for a motion that is not available, you are prompted with a "Suggest a Motion" form. This is the best way to let us know what you are looking for. You can also send an email to motionrequest@mixamo.com and let us know what you want along with what type of slider controls you'd like to have. We'll do our best to get it up on the site shortly.

How frequently does Mixamo add new motions?

We add new motions to the website every week. If you are looking for something but can not find it, let us know. We may be able to bring new motion live in matter of days, if not hours!

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