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
https://raw.githubusercontent.com/uzairdeveloper223/mixabridge/main/addons/mixabridge/icon.png