We support any 3D software package. Export your character to FBX (preferable), BVH, or OBJ and upload it here. 3ds Max and Maya files (.max, .ma, .mb) are not supported.
Maximum file size: 30MB (upload help)
Mixamo only supports bipedal and humanoid uploads at this time - upright characters with two hands, two feet, and a head.
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Frequently asked questions
Unfortunately we do not support quadruped retargeting at this time. You may however, purchase animal animation using Mixamo models and easily modify the mesh and texture if you'd like. Click here to see all animal animation.
"T-pose" describes a character position in 3D space where the character is facing the positive Z axis, with arms stretched straight along the X axis (shown to the right in figure 1), and legs stretched straight on the Y axis. The palms should be facing down with all fingers straightened and the thumb pointing down. The character should be oriented Y-up.
Mixamo will attempt to automatically correct your character's pose, however in order to get the best results on Mixamo, you should upload your character in this position.
The uploaded skeleton needs to have a FK (forward kinematic) skeleton since Mixamo bakes the animation on the joints. Mixamo does not apply the animation to the IK (inverse kinematic) controls of your rig. However, in some cases (see www.mixamo.com/c/workflows) we provide a file that can be directly applied to a control rig - like for example in the case of a 3dsMax Biped. In the uploaded skeleton you don't need to remove any IK controls, simply map only the FK joints.
The skeleton needs to have at least 15 bones, including (but not limited to):
1. Root
2. Hips (Pelvis)
3. Head
4. Left shoulder
5. Left elbow
6. Left hand
7. Right shoulder
8. Right elbow
9. Right hand
10. Left hip (UpperLeg)
11. Left knee
12. Left foot
13. Right hip (UpperLeg)
14. Right knee
15. Right foot
You may name your joints whatever you'd like. If we recognize the naming structure we will attempt to automatically map your skeleton. If not, you will be provided with a mapping interface in the next step of the upload process.
More questions? Visit our FAQ page.
This is how it works:
Upload your character to Mixamo (preferably in t-pose) as .fbx, .bvh, or .obj
Apply motions to your character
Customize and
Download motion
Import back in your 3D software (automatically applied to your character!)

Uploading Character ...