Did anyone successfully do Blender -> MPFB2→Mixamo→Godot?

Godot Version

4.4

Question

Hello all,
I’m trying without success to generate a character + animation using the MPFB2→Mixamo→Godot pipeline.
There are like 1 and a half tutorials on YouTube which don’t work for me (don’t know why).
Did anyone successfully do it and can share how?

I think you just need to make a T-Pose humanoid from MPFB2, import it to Mixamo and apply the animations. Mixamo will rig it automatically as long as the proportions are correct. After that, export it as an FBX Binary file and import it directly into Godot.

So, I just experimented with it and followed the docs. Here’s a quick tutorial on how to export a fully rigged humanoid from MPFB2 to be Mixamo ready. If you can’t see the sidebar, press N.


After that, just upload the FBX file to Mixamo, animate it, export without the skin, and go back to blender to apply the other assets like clothes and hair. Then, export as .gltf or .glb to import to Godot. If you have configured your Blender for Godot, you can directly import the .blend file to Godot.

For advanced reference, here is the link to the MPFB2 Mixamo Docs:

I hope this helps!

Thank you very much for the effort. I appreciate it.
I did get to this stage where, like you created, the initial mesh in MPFB2 (you don’t even need to make it T-pose) following the tutorial link you gave.
The problem is that once you import it back to Blender, attaching the skeleton back to the MPFB2 mesh didn’t work.

The documentation mentioned something about applying the animation to your existing model. It said to download “without skin,” import with “automatic bone orientation” enabled, delete the temporary rig and mesh, select the original rig and the imported rig, and then:

In the “operations” → “animation” → “map mixamo” panel you can now click “snap to mixamo”

It will now follow the animations.

Edit: I tried it and it worked!


After mapping your animations, select the original mesh and just dress him up using the downloadable assets.

If the make human rig is following the mixamo rig then you might need to bake animations.

I usually import them back to blender 4.2. Blender 4.5 has changed the animation system so mass imports work differently.

I have also had loads of problems with retargetting to a rigify rig … only rokkoko worked. Then each frame has to have ik-fk snap and key frames inserted before anything changes, because if IK is active with autokey it can mess up the other animations.

Then if all that works the rigify rig has 4 arm bones instead of two and so is not compatible with the godot skeleton.

Can i model the 3d human or use it as the base for modeling and then just set bones in mixamo
I export it to godot like any model i model ?

Yeah i guess, i havent tried that myself so i suppose it might fix the root motion issues. I’m convinced thats why they made the addon in blender - you can optionally sculpt the model etc.
I always use the makehuman game engine rig because it has good fitting weights, vertex
groups etc.

You might have to apply shape keys and the ‘hide helpers modifier’, but that might be only when exporting directly from blender.

I just wish game development was easier so i could get on with the work. Lol.