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MixaBridge

An asset by uzairdeveloper223
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uzairdeveloper223
MixaBridge

Automates Mixamo animation retargeting and AnimationLibrary construction for Godot 4.4+.Importing Mixamo animations into Godot means opening Advanced Import Settings forevery file, creating BoneMaps, configuring retarget options, reimporting, then buildingAnimationLibraries one clip at a time. For 50+ animations, that's an afternoon ofclicking through dialogs. MixaBridge replaces the whole thing with three steps.What it does──────────── 1. Analyzes your Mixamo FBX — finds the Skeleton3D, reads bone names, generates a BoneMap against SkeletonProfileHumanoid. Handles both mixamorig: and mixamorig_ prefixes. 2. Configures imports — writes the BoneMap and retarget params into each file's .import config, then calls EditorFileSystem.reimport_files() to trigger Godot's own import pipeline. No hacks. 3. Builds your AnimationLibrary — loads each reimported FBX, extracts Animation resources, and attaches the library directly to your AnimationPlayer. Also saves it as .tres for reuse across scenes.Features──────────── - Auto bone mapping — maps 80+ Mixamo bones to Godot's SkeletonProfileHumanoid - Rename animations — double-click any animation in the queue to set a custom name - Remove animations — drop files from the queue before processing - Library selector — add animations to an existing library or create a new one - Re-process — edit your animation list and re-run without resetting the whole pipelineInstall──────────── Copy addons/mixabridge/ into your project's addons/ directory. Enable in Project Settings > Plugins > MixaBridge.Requirements──────────── Godot 4.4+ Mixamo-rigged character exported as FBX with mixamorig: bones Animation FBX files exported from Mixamo without skinKnown limitations──────────── Mixamo rigs only — the bone table targets mixamorig: naming specifically Writes to .import files — if Godot changes the format in a future version, this breaks reimport_files() is blocking — batches of 50+ animations will freeze the editor brieflyLicense──────────── MIT — use it however you want. Not affiliated with Adobe Inc. or Mixamo. "Mixamo" is a trademark of Adobe Inc.

Supported Engine Version
4.4
Version String
1.0.0
License Version
MIT
Support Level
community
Modified Date
8 hours ago
Git URL
Issue URL

MixaBridge

Godot 4.6 editor addon that automates Mixamo animation retargeting and library construction.

Importing Mixamo animations into Godot means opening Advanced Import Settings for every file, creating BoneMaps, assigning SkeletonProfileHumanoid, configuring retarget options, reimporting, then manually building AnimationLibraries. MixaBridge does all of that in three clicks.

Why

If you've ever imported Mixamo animations into Godot, you know the pain. The manual workflow looks like this:

  1. Open your model's Advanced Import Settings
  2. Find the Skeleton3D, create a BoneMap, set the profile to SkeletonProfileHumanoid
  3. Map the bones (or auto-map and hope it gets them right)
  4. Save the BoneMap as a .tres file
  5. For every single animation file: open its Advanced Import Settings, assign the same BoneMap, configure retarget settings, save
  6. Wait for reimport
  7. Open your model's AnimationPlayer, create a new AnimationLibrary
  8. Manually add each extracted .res animation to the library

For a game with 5 animations, that's annoying. For a game with 50+, that's an entire afternoon wasted on clicking through import dialogs. And if you change your model or re-export from Mixamo, you get to do it all over again.

MixaBridge replaces steps 1 through 8 with: select model, link AnimationPlayer, add animation files, click Process.

How it works

  1. Loads your model's .fbx, finds the Skeleton3D, reads bone names
  2. Matches each mixamorig:-prefixed bone to Godot's SkeletonProfileHumanoid using a static lookup table
  3. Creates a BoneMap .tres resource and injects it into the .import file's [params] section
  4. Calls EditorFileSystem.reimport_files() to trigger Godot's import pipeline with retarget settings
  5. After reimport, extracts Animation resources from each file and assembles them into an AnimationLibrary attached to your AnimationPlayer

No custom import plugins. No editor hacks. It works with Godot's existing pipeline.

Usage

  1. Drag your Mixamo model .fbx into the scene, right-click, Make Local
  2. Open the MixaBridge tab in the bottom panel
  3. Select Rigged Model — pick your .fbx, bones auto-map
  4. Link AnimationPlayer — click the AnimationPlayer in the Scene dock, then click "Link Selected AnimationPlayer"
  5. Add Animation Files — select your animation .fbx files (exported without skin from Mixamo)
  6. Rename — double-click any animation in the list to rename it before processing
  7. Remove — select an animation and click "Remove Selected" to drop it from the queue
  8. Pick a library — choose an existing AnimationLibrary on the player, or create a new one with a custom name
  9. Process All — the library gets built and attached to your AnimationPlayer
  10. Re-process — changed your mind? Edit the list and hit Re-process without resetting

Full guide with screenshots: uzair.ct.ws/mixabridge

Install

Copy addons/mixabridge/ into your project's addons/ directory. Enable in Project Settings > Plugins.

Project structure

addons/mixabridge/
  plugin.cfg              config
  plugin.gd               entry point
  icon.svg                addon icon
  mixamo_bone_table.gd    Mixamo-to-Humanoid bone name map
  bone_mapper.gd          skeleton analysis + BoneMap creation
  import_configurator.gd  .import file manipulation + reimport
  animation_extractor.gd  animation extraction + library building
  mixabridge_panel.tscn   bottom panel UI layout
  mixabridge_panel.gd     panel controller + workflow orchestration
  generated/              auto-generated BoneMap .tres files
  docs/                   documentation + screenshots

Limitations

  • Mixamo rigs only — the bone name table is built for Mixamo's mixamorig: naming convention
  • Godot 4.6+ — uses APIs that may not exist in earlier versions
  • FBX/GLB/GLTF only — other 3D formats aren't tested
  • .import file editing — writes to .import files directly, may break if Godot changes the format
  • Blocking reimport — reimport_files() freezes the editor momentarily for large batches

License

MIT License. See LICENSE.

Disclaimer

MixaBridge is an independent, community-built tool. It is not affiliated with, endorsed by, or sponsored by Adobe Inc. or Mixamo. "Mixamo" is a trademark of Adobe Inc. This project interacts with files exported from Mixamo but has no connection to Adobe or its services.

Author

Uzair Mughal

Automates Mixamo animation retargeting and AnimationLibrary construction for Godot 4.4+.

Importing Mixamo animations into Godot means opening Advanced Import Settings for
every file, creating BoneMaps, configuring retarget options, reimporting, then building
AnimationLibraries one clip at a time. For 50+ animations, that's an afternoon of
clicking through dialogs. MixaBridge replaces the whole thing with three steps.

What it does
────────────

1. Analyzes your Mixamo FBX — finds the Skeleton3D, reads bone names, generates
a BoneMap against SkeletonProfileHumanoid. Handles both mixamorig: and
mixamorig_ prefixes.

2. Configures imports — writes the BoneMap and retarget params into each file's
.import config, then calls EditorFileSystem.reimport_files() to trigger
Godot's own import pipeline. No hacks.

3. Builds your AnimationLibrary — loads each reimported FBX, extracts Animation
resources, and attaches the library directly to your AnimationPlayer.
Also saves it as .tres for reuse across scenes.

Features
────────────

- Auto bone mapping — maps 80+ Mixamo bones to Godot's SkeletonProfileHumanoid
- Rename animations — double-click any animation in the queue to set a custom name
- Remove animations — drop files from the queue before processing
- Library selector — add animations to an existing library or create a new one
- Re-process — edit your animation list and re-run without resetting the whole pipeline

Install
────────────

Copy addons/mixabridge/ into your project's addons/ directory.
Enable in Project Settings > Plugins > MixaBridge.

Requirements
────────────

Godot 4.4+
Mixamo-rigged character exported as FBX with mixamorig: bones
Animation FBX files exported from Mixamo without skin

Known limitations
────────────

Mixamo rigs only — the bone table targets mixamorig: naming specifically
Writes to .import files — if Godot changes the format in a future version, this breaks
reimport_files() is blocking — batches of 50+ animations will freeze the editor briefly

License
────────────

MIT — use it however you want.

Not affiliated with Adobe Inc. or Mixamo. "Mixamo" is a trademark of Adobe Inc.

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Quick Information

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MixaBridge icon image
uzairdeveloper223
MixaBridge

Automates Mixamo animation retargeting and AnimationLibrary construction for Godot 4.4+.Importing Mixamo animations into Godot means opening Advanced Import Settings forevery file, creating BoneMaps, configuring retarget options, reimporting, then buildingAnimationLibraries one clip at a time. For 50+ animations, that's an afternoon ofclicking through dialogs. MixaBridge replaces the whole thing with three steps.What it does──────────── 1. Analyzes your Mixamo FBX — finds the Skeleton3D, reads bone names, generates a BoneMap against SkeletonProfileHumanoid. Handles both mixamorig: and mixamorig_ prefixes. 2. Configures imports — writes the BoneMap and retarget params into each file's .import config, then calls EditorFileSystem.reimport_files() to trigger Godot's own import pipeline. No hacks. 3. Builds your AnimationLibrary — loads each reimported FBX, extracts Animation resources, and attaches the library directly to your AnimationPlayer. Also saves it as .tres for reuse across scenes.Features──────────── - Auto bone mapping — maps 80+ Mixamo bones to Godot's SkeletonProfileHumanoid - Rename animations — double-click any animation in the queue to set a custom name - Remove animations — drop files from the queue before processing - Library selector — add animations to an existing library or create a new one - Re-process — edit your animation list and re-run without resetting the whole pipelineInstall──────────── Copy addons/mixabridge/ into your project's addons/ directory. Enable in Project Settings > Plugins > MixaBridge.Requirements──────────── Godot 4.4+ Mixamo-rigged character exported as FBX with mixamorig: bones Animation FBX files exported from Mixamo without skinKnown limitations──────────── Mixamo rigs only — the bone table targets mixamorig: naming specifically Writes to .import files — if Godot changes the format in a future version, this breaks reimport_files() is blocking — batches of 50+ animations will freeze the editor brieflyLicense──────────── MIT — use it however you want. Not affiliated with Adobe Inc. or Mixamo. "Mixamo" is a trademark of Adobe Inc.

Supported Engine Version
4.4
Version String
1.0.0
License Version
MIT
Support Level
community
Modified Date
8 hours ago
Git URL
Issue URL

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Released under the AGPLv3 license

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