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Participant
October 6, 2021
Answered

Importing Mixamo-generated FBX to Blender shows bones only

  • October 6, 2021
  • 1 reply
  • 5792 views

Hello,

 

I am new to Mixamo. I've tried following the simple tutorial of uploading an FBX exported model from Blender to Mixamo website, apply animation, and download the result.

 

This worked perfectly for a couple of animations I tried. However, with animation packs e.g. "Longbow Locomotion" and "Basic Shooter" packs, the imported FBX shows bones only without the actual model. I tried importing few FBX models from each downloaded pack folder but they all show as bones without the actual model.

 

How can I fix this?

 

Cheers.

This topic has been closed for replies.
Correct answer Minoush

This video gives the answer: https://www.youtube.com/watch?v=PHBWN2IIuck

Basically:

  1. Import the FBX of the model and the FBX of the animation. In the import dialog make sure to check "Manual Orientation" before importing. The video says you should also check "Apply Transform", but doing so in my version messes up the mesh, so I left it unchecked.
  2. The imported model and animations will have unintuitive names, so change them to something recognizable. This will make like easier later on.
  3. Open the Dope Sheet and then select Action Editor.
  4. Select the model armature (not the animation armature) from the Scene Collection pane.
  5. In the Dope Sheet pane, find the button that says "Choose the action to be linked", choose desired animation and see the model perform it.

1 reply

MinoushAuthorCorrect answer
Participant
October 7, 2021

This video gives the answer: https://www.youtube.com/watch?v=PHBWN2IIuck

Basically:

  1. Import the FBX of the model and the FBX of the animation. In the import dialog make sure to check "Manual Orientation" before importing. The video says you should also check "Apply Transform", but doing so in my version messes up the mesh, so I left it unchecked.
  2. The imported model and animations will have unintuitive names, so change them to something recognizable. This will make like easier later on.
  3. Open the Dope Sheet and then select Action Editor.
  4. Select the model armature (not the animation armature) from the Scene Collection pane.
  5. In the Dope Sheet pane, find the button that says "Choose the action to be linked", choose desired animation and see the model perform it.