I got tired of manually importing Mixamo animations, so I built a plugin that does it in 3 clicks

I was importing 30+ Mixamo animations into my Godot project and realized I’d spent
over an hour clicking through Advanced Import Settings, building BoneMaps, configuring
retarget options, and manually assembling AnimationLibraries. For every single file.

So I built MixaBridge — a Godot editor plugin that automates the entire pipeline.

You select your model, link your AnimationPlayer, add your animation FBX files, and
hit Process. It auto-maps all 80+ Mixamo bones to Godot’s SkeletonProfileHumanoid,
configures every .import file, reimports through Godot’s own pipeline, extracts
the animations, and attaches the library to your AnimationPlayer.

The whole workflow takes about 33 seconds. The manual way takes 5-10 minutes.

You can also rename animations before processing, remove files from the queue,
pick an existing library to add to, and re-process without resetting everything.

Works on Godot 4.4+. MIT licensed.

Assets Library: MixaBridge - Godot Asset Library
Docs: https://mixabridge.uzair.ct.ws

Not affiliated with Adobe or Mixamo.

10 Likes

Uhh that sounds nice! I will defintely check this out.

What I couldn’t find in your manual:

  • What about setting the loop mode for the animations? So far I always did this in the advanced import settings.

  • RootMotion: AnimationPacks from Mixamo always have RootMotion in their animations afaik. Will there be an option to remove root motion tracks?

Edit: Meanwhile I tried it. It works like a charm! :slightly_smiling_face:

I used Human Basic Motions - Kevin Iglesias animations without mapping any bones.
LoopMode can be done in animation player, so ignore my first bulletin point.

2 Likes

Yea, these are great feature and sorry to say they don’t exist yet but i will add them in to the addon for v1.0.2. thanks for the suggestions.

And along with that thanks for the feedback but I surely will add the loop animation and RootMotion feat.