Using Mixamo Content

__NoToC__ The 15 characters provided in the Mixamo Animation Pack can be migrated to your project, either as a Character Blueprint or as a combination of a Skeletal Mesh and Animation Blueprint. Th...

Updated over 4 years ago Edit Page Revisions

__NoToC__

The 15 characters provided in the Mixamo Animation Pack can be migrated to your project, either as a Character Blueprint or as a combination of a Skeletal Mesh and Animation Blueprint. The first method is a quick and easy way to drop a third-person character into your project, complete with movement controls and attacking. The second method allows you to change the look of a character you already have, or in different styles of templates, if the movement and inputs have similar setups to the Mixamo base character.

If you would like to add all of the provided animations, meshes, and Blueprints to your project, you can add the asset pack using the Launcher. The steps and notes below about changing the Game Mode to use the provided Blueprint, or swapping the Skeletal Mesh and Animation Blueprint in other types of projects, still apply. You just won't need to open the MixamoAnimPack project or migrate anything.

Third-Person Blueprint Character

1. Create a new project based on the Blueprint Third Person template.

file:MixamoExampleProject.jpg

2. Open the MixamoAnimPack sample project.

file:MixamoAnimPack.jpg

3. In the Content Browser, open the MixamoAnimPack folder. If you know what character you would like to migrate, go ahead and open that folder now. If you'd like to see all the possible characters, click on Filters in the Content Browser and select Blueprint.

file:filter BP.jpg

4. Locate the Character Blueprint you would like to use. This example will use the Mixamo_Maw character.

file:Selecting MawJLaygo.jpg

5. Right-click on the Character Blueprint, and select Migrate from the context menu that appears.

file:Migrate CharacterBP.jpg

6. Click OK when the asset report appears.

file:AssetReport CharacterBP.jpg

7. Navigate to your new project's Content folder, then click OK.

file:ContentFolder.jpg

8. Switch to your new project.

9. In the Content Browser, navigate to Game/Blueprints.

10. Double-click on the MyGame GameMode Blueprint to open it.

file:MyGameGameMode.jpg

11. In the Defaults mode of the Blueprint Editor, expand the Default Pawn Class dropdown.

file:ExpandDefaultPawn.jpg

12. Select the name of the character you migrated over. In this example, we selected the Mixamo_Maw character.

file:MixamoCharacter.jpg

13. Click on the Compile button to compile the Blueprint, then save your Blueprint.

file:ClickCompile.jpg

14. Your new character is now ready to go. Click the Play button in the Toolbar to test it out!

file:MixamoJump.jpg

General Migration

If your project is based on one of the following templates, you can use this more general setup. It will work for both Blueprints and C++ versions of these templates.

  • Side Scroller
  • Top Down
  • Third Person

These steps assume that your project has movement and input setups compatible with the Mixamo animations. If you have your own project, or have substantially changed a template's setup, you may need to add input bindings, or add Blueprints and/or C++ code to trigger the animations.

1. Create a new project based on one of the above templates. If you choose a C++ template, compile it in Development Editor and then open it in the editor. In this example, we are using the Top Down C++ template.

file:MixamoExample2.jpg

2. Open the MixamoAnimPack sample project.

file:MixamoAnimPack.jpg

3. In the Content Browser, open the MixamoAnimPack folder. If you know what character you would like to migrate, go ahead and open that folder now. You can find the Skeletal Mesh in the Mesh subfolder. If you'd like to see all the possible characters, click on Filters in the Content Browser and select Skeletal Mesh.

file:SkelMesh Filter.jpg

4. Right-click on the Skeletal Mesh you would like to use, and select Migrate from the context menu that appears. In this example, we are going to use Mixamo_Zoe.

file:Migrate SkelMesh.jpg

5. Click OK when the asset report appears.

file:AssetReport SkelMesh.jpg

6. Navigate to your new project's Content folder, then click OK.

file:Example2 Content.jpg

7. Now, in the Content Browser, turn off the Skeletal Mesh filter, and filter by Animation Blueprint instead. If you are already in the folder for your chosen character, you can find the Animation Blueprint in the Anims subfolder.

file:AnimBP Filter.jpg

8. Locate the Animation Blueprint that matches the Skeletal Mesh you just migrated. Right-click on it and select Migrate from the context menu that appears.

file:Migrate AnimBP.jpg

9. Click OK when the asset report appears.

file:AssetReport AnimBP.jpg

10. Make sure your new project's Content folder is still selected, then click OK.

file:Example2 Content.jpg

11. Click Yes All when prompted to overwrite any duplicate assets.

file:Overwrite.jpg

12. Switch to your new project.

13. In the Content Browser, navigate to Game/Blueprints.

14. Double-click on the MyCharacterCharacter Blueprint to open it.

file:MyCharacter BP.jpg

15. In the Defaults mode of the Blueprint Editor, find the Mesh section and the Skeletal Mesh property. You can also find this in Components Mode.

file:Defaults Mixamo.jpg

16. Select Mixamo_Zoe (or whichever Skeletal Mesh you migrated) as the Skeletal Mesh, using the dropdown menu.

file:SkelMesh Dropdown.jpg

17. Now, find the Animation section. Expand the dropdown menu next to Anim Blueprint Generated Class.

file:AnimBP Dropdown.jpg

18. Select the specific Animation Blueprint you exported.

file:Selected Options.jpg

19. Save and compile your Blueprint, then close it.

20. Your new character is now ready to go. Click the Play button in the Toolbar to test it out!

file:TopDown UE4.jpg