Upload Character

Complete1 Upload Character
Complete2 Map Body & Limbs
Complete3 Validate Mapping

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.

DAZ Studio file

You need to have the latest version of flash installed in order to upload a character. You can find it here: Get the Flash Player now!

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.

+ Mixamo Auto-Rigger
+ Uploading a DAZ 3D character?
+ What if I don't have a character?
+ Uploading a TurboSquid character?


Frequently asked questions

+ Can I upload my quadruped?

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.

+What is a "t-pose"?

"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.

+ Does Mixamo support IK or Control Rigs?

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.

+ Is there a minimum number of joints my skeleton needs to have?

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

+ Do I have to name my bones a certain way?

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.

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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!)

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