Using Mixamo Content

How to get started using the animations and skeletal meshes in the Mixamo project.

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The 15 characters provided in the Mixamo Animation Pack can be added to your project, either as a Character Blueprint or as a combination of a Skeletal Mesh and Animation Blueprint. The first method is a quick and easy way to drop a third-person character into your project, complete with movement controls and attacking. The second method allows you to change the look of a character you already have, or in different styles of templates, if the movement and inputs have similar setups to the Mixamo base character.

Third-Person Blueprint Character

  1. Create a new project based on the Blueprint Third Person template.

    MixamoExampleProject.png

  2. In the Marketplace tab of the Epic Games Launcher, select the Characters and Animations section.

    Marketplace_CharactersAndAnimations.png

  3. Scroll down to the bottom of the section to find the Mixamo Animation Pack and select it.

    MixamoAnimPack.png

  4. Once on the Mixamo Animation Pack page, select the version of the engine that you're using and then select Add to project . AddToProject.png

    If you're using a version of the engine that is newer than the most recent version listed, using the most recent version should be fine in most cases.

  5. Select the project that you wish to add the asset pack to.

    SelectProjectToAdd.png

    If you are using an anim pack from a different version than your project, you will need to select the "Show All Projects" checkbox and then select correct version before being able to add the asset pack

  6. Switch to your new project.

  7. In the Content Browser , navigate to Game/ThirdPersonBP/Blueprints .

  8. Double-click on the ThirdPersonGameMode GameMode Blueprint to open it.

    MyGameGameMode.png

  9. After selecting the Class Defaults button in the Blueprint Editor, expand the Default Pawn Class dropdown.

    ExpandDefaultPawn.png

  10. Select the a character from the Mixamo Animation Pack. In this example, we selected the Mixamo_Maw character.

    MixamoCharacter.png

  11. Click on the Compile button to compile the Blueprint, then save your Blueprint.

    ClickCompile.png

  12. Your new character is now ready to go. Delete the ThirdPersonCharacter that is already in the scene and then click the Play button in the Toolbar to test it out.

    MixamoJump.png

General Usage

If your project is based on one of the following templates, you can use this more general setup. It will work for both Blueprints and C++ versions of these templates.

  • Side Scroller

  • Top Down

  • Third Person

These steps assume that your project has movement and input setups compatible with the Mixamo animations. If you have your own project, or have substantially changed a template's setup, you may need to add input bindings, or add Blueprints and/or C++ code to trigger the animations.

  1. Create a new project based on one of the above templates. If you choose a C++ template, compile it in Development Editor and then open it in the editor. In this example, we are using the Top Down C++ template. MixamoExample2.png

  2. In the Marketplace tab of the Epic Games Launcher, select the Characters and Animations section.

    Marketplace_CharactersAndAnimations.png

  3. Scroll down to the bottom of the section to find the Mixamo Animation Pack and select it.

    MixamoAnimPack.png

  4. Once on the Mixamo Animation Pack page, select the version of the engine that you're using and then select Add to project . AddToProject.png

    If you're using a version of the engine that is newer than the most recent version listed, using the most recent version should be fine in most cases.

  5. Select the project that you wish to add the asset pack to.

    SelectProjectToAdd.png

    If you are using an anim pack from a different version than your project, you will need to select the "Show All Projects" checkbox and then select correct version before being able to add the asset pack

  6. Switch to your new project.

  7. In the Content Browser , naviate to the Game/TopDownCPP/Blueprints folder and Double-click the TopDownCharacter Blueprint.

    TopDownCharacterBP_Select.png

  8. Select the Mesh component from the Components panel

    Mesh_Select.png

  9. In the Skeletal Mesh field under Mesh , select the Mixamo skeletal mesh of your choice. For this example, we chose Mixamo_Zoe.

    SkeletalMesh_Select.png

  10. In the Anim Blueprint Generated Class field under Animation , select the Animation Blueprint that matches the skeletal mesh you chose.

    AnimBP_Select2.png

  11. Click Compile and close the Blueprint Editor

    ClickCompile.png

  12. Your swapped out Skeletal Mesh is ready to go. Click Play and test it out. ZoeRun.png

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