Edit of asset "MixaBridge" Accepted
| Old/Current | New/Edit | |
|---|---|---|
| Title | MixaBridge | MixaBridge |
| Description |
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. |
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. |
| Category | 3D Tools | 3D Tools |
| License | MIT | MIT |
| Repository Provider | GitHub | GitHub |
| Repository Url | https://github.com/uzairdeveloper223/mixabridge | https://github.com/uzairdeveloper223/mixabridge |
| Issues Url | https://github.com/uzairdeveloper223/mixabridge/issues | https://github.com/uzairdeveloper223/mixabridge/issues |
| Godot version | Godot 4.4 | Godot 4.4 |
| Version String | 1.0.0 | 1.0.0 |
| Download Commit | d98f5f06fa7affad31e1f5436b64228a32396865 | d98f5f06fa7affad31e1f5436b64228a32396865 |
| Download Url (Computed) | https://github.com/uzairdeveloper223/mixabridge/archive/d98f5f06fa7affad31e1f5436b64228a32396865.zip | https://github.com/uzairdeveloper223/mixabridge/archive/d98f5f06fa7affad31e1f5436b64228a32396865.zip |
| Icon Url |
https://raw.githubusercontent.com/uzairdeveloper223/mixabridge/main/addons/mixabridge/icon.png
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https://raw.githubusercontent.com/uzairdeveloper223/mixabridge/main/addons/mixabridge/icon.png
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