Well Mixamo is an online Animation Service that auto rigs your meshes up for you… They rig meshes up with only the Skeleton with just the Hip Bones. NO Root Bone or twist Bones as the Epic Rigs use the twist bones for i think smoother more relaxed animations. I went to them to do the rigging because I couldn’t get the rigging to work in Blender because of a nasty bone scaling armature bug that’s in the blender software program that causes the rigs to warp and twist in Unreal Engine as soon as you start to apply animations.
Its a well known but annoying bug that Blender has with its armature mode. That if you move any of the bones while in the object mode, it causes the armature to warp and twist all out of shape or the mesh on the armature to twist or develop wavy lines in the mesh in the fingers but after importing the rig into unreal engine and looking at the skeleton in the Skeleton editor you can see all the bone stretching and twisting And when you retarget and animate it, the mesh will warp and twist where the bones have been scaled all out of position which messes up all the animations.
Its a nasty bug because its not always noticeable in Blender when the bug gets triggered. Only you know its
occured if you see your bone scaling numbers have all changed even though you may or may not see any
noticeable changes in Blender happening to the armature or the mesh itself. But in Unreal Engine,
it all shows up.
Keyword: Maximo
To sum up the confusion …
Maximo isnt / doesnt support UE4 at all. Actually, they pulled support a while ago. So, really “maximo” shouldt even be an issue at all in UE4 since we arnt supposed to be using it.
I hope that clears up the confusion