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.