How to properly import Mixamo animations?

Hi. As the author, I can probably modify the converter so that it is less restrictive on bone names, but:

  1. Once you import the Mannequin-based animations, you can easily retarget them to any character inside UE4, with some control over the bone correspondence and also some minor pose adjustments.
  2. You cannot just upload "any model’ to Mixamo. The uploaded model not only needs to have the right number of spine/neck/arm/leg sections, but also a bunch of extra leaf bones (fingertips, head top and toe ends). Without those extra bones, Mixamo will not animate the fingertips, the head and the toes.
  3. So in order to cover “any model” I would have to provide a “pre-processor” for your character FBX, that adds the extra leaf bones (and renames/reparents the other bones according to the conventions). I do not really want to do that, though. But you are free to do it manually in the 3D tool of your choice.
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