Automating animation import

At least some of the changes that are done to the animations have been automated by a couple of tiny editor script available at https://github.com/libklein/Unity-Synty-Mixamo-Importer. I’ve been using this for a little while to streamline the importing of Mixamo animations with Synty characters.

To use, just download the two CS files in the Editor folder, create your own Editor folder under Assets in your project, and drop them in there. Next, open the CS files and change the animation paths to where you want to look for animations. I used “/Assets/Aminations”. Then remove any animations that you’ve already imported and reimport from the zip file you downloaded from Mixamo. The “mixamo.com” animation will automatically be renamed, the type will be set to humanoid, and the avatar will be “created from this model”. Also, it will rig the animation with the right bone names from the Synty models.

Make sure that you upload your character to Mixamo using the button below “download”. Pick the characters FBX from the prototype pack in the models folder and let Mixamo process it for a few seconds. Then download the zip in the usual fashion and import the animations.

OK, have fun!

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That’s a good tip! Very useful if you use Mixamo a lot

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Just for extra commentary:

I’ve been messing around to see what breaks if I don’t set something up exactly the same here and there, and I discovered that Mixamo has its own bone names for situations where you don’t upload a character FBX. The Synty characters all have bones named “Spine_01” and “LowerLeg_L” and names like that, but Mixamo uses “mixamorig:Spine” and “mixamorig:LeftLeg”.

This probably doesn’t come up a whole ton over this course, but it just feels weird to have “mixamo” all over things in my project, so I’m happier uploading my character first to get the bones named right.

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