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Participant
January 27, 2026
Question

Maximo / Blender problem not starting at frame 0

  • January 27, 2026
  • 1 reply
  • 25 views

I just started working with Maximo in Blender 4.5.

I found a UTube video and out of the gate it all worked great.

The issue I have is that I need to Pan to a character, standing still, and then have the character start walking. I tried moving the keyframe points along the time line (Before I applied the Follow Path constraint). That caused a MESS. The character is at the start point at the proper time, but the character starts walking at keyframe 0 rather than the keyframe I need it to begin.

Is this an issue that can be fixed?

    1 reply

    Radwan Almsora
    Participating Frequently
    May 10, 2026

    Hello!

    ​Welcome to the world of Mixamo and Blender. What you are experiencing is a Keyframe Offset conflict. Mixamo animations are baked to start at Frame 0 by default, and when you move the keyframes manually without handling the 'Delta' transformations or the Action Clip, the math behind the 'Follow Path' constraint gets confused.

    ​To have your character stand still and then start walking at a specific frame, follow this professional workflow:

    ​1. Use the Non-Linear Animation (NLA) Editor (Recommended)

    ​This is the cleanest way to move animations in Blender without breaking constraints:

    • ​Open the NLA Editor window.
    • ​You will see your Mixamo animation as a 'clip' or 'strip'.
    • ​Simply grab the strip and slide it to the frame where you want the walking to begin (e.g., Frame 60).
    • ​Before that frame, the character will remain in its 'Rest Pose' (usually the T-Pose or the first frame of the walk).

    ​2. Setting the 'Initial State' (Stand Still)

    ​If your character defaults to a T-Pose before the walk starts:

    • ​Go to the frame where the walk should start.
    • ​In the Dope Sheet, select all keyframes and slide them to that frame.
    • ​To keep the character standing still before that, you may need to manually pose it in a 'Stand' pose at Frame 0 and insert a keyframe (I > Whole Character).

    ​3. The 'Follow Path' Constraint Fix

    ​The "MESS" happens because the Walk Cycle has its own Forward movement (Y or Z axis) which fights with the Path’s movement.

    • The Solution: In Mixamo, when you download the animation, check the 'In Place' box.
    • ​This keeps the character walking on the spot. Then, use the 'Follow Path' constraint and keyframe the 'Offset' value to move the character along the path.
    • ​This way, you control the speed of travel via the constraint, and the leg movement via the NLA editor.

    ​4. Check 'Evaluation Time'

    ​If you used the 'Animate Path' button:

    • ​Go to the Path's data properties (Green curve icon).
    • ​Under 'Path Animation', check the 'Evaluation Time'. If it has a generator modifier, it will start moving at Frame 0. You may need to delete the modifier and manually keyframe the Evaluation Time to stay at 0 until your desired start frame.