Ehm…no, the ENTIRE skeletal hierarchy from the Mixamo file it’s exactly like the one created in ART ( root > pelvis and so on )
The root is rotated by 90° and can’t be freeze because it’s binded, so I tried to unbind the mesh and freeze but I can’t do that ( due to incoming connection ), and ART won’t work with Yup ( at least previously, not sure if that was added as an option ).
The whole point of creating the rigging is to have the joints already in position from the Mixamo file and the mesh is skinned ( not perfectly but acceptable for prototyping ), so the only thing left is to build the rig itself, otherwise if I have to align all the joints to the the body parts, fingers and so on I’m basically doing 99% of the job again, and just transfering the skin weights.
The perfect solution would be to drop the fbx file into a scene where the mannequin is, the joints get aligned properly following the skeletal hierarchy ( which is the same between the Mannequin and the Mixamo character ) and build the rig automatically from there.