Need instructions on handling your Mixamo workflow with your favorite 3D animation software? Well we have the goods for you. Read workflows
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Frequently Asked Questions
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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.