How to bring Mixamo Animations To Unreal 4/5

How to bring Mixamo Animations To Unreal 4/5

Not an animator or an artist, and in need of some animations for your game? Don´t desesper, this tutorial will help you on How to bring Mixamo Animations To Unreal 4/5

We have recompiled some of the best tutorials that teaches you how to import Mixamo Animations into the Unreal Game Engine.

How to bring Mixamo Animations To Unreal 4/5

What is Mixamo and how can it be used in games?

If you’re just starting out in game development, chances are you’ll be looking for character models and animations at some point – a quick Google search will undoubtedly lead you to Mixamo. With such an obscure name, you’ll undoubtedly have some questions. What is it and can I use it for my game?

Mixamo is a web-based software that gives you free access to characters, animations and auto-rigging tools that you can use in your game.

It is a very useful software and in this article we will explain how it works and how you can use it in your game.

What is Mixamo?

Mixamo is an online database of characters and mo-cap animations for art projects, movies and games that is accessible to everyone.

It is a very user-friendly program aimed at people who have little or no experience with creating characters and animations. However, it is by no means a simple software that can do much more. It is particularly suitable for indie game developers who want to create high-quality animations on a budget.

Is Mixamo free of charge?

Yes, it is free! If you’re like me, you’re probably wondering what the problem is. How can you justify offering such a service for free?

First of all, Miximo belongs to Adobe, the owner of Photoshop. They are in a position to provide this kind of service.

Second, you have to sign up for a free account, and I think the price is that you can potentially be advertised to. In my opinion, that’s a very low price.

As you can see on the website, you can use it for both personal and commercial purposes.

It is possible that you will have to pay for this service in the future, but we have been offering it for free for years.

What game engines are supported by Mixamo?

Mixamo supports most game engines, including Unreal Engine and Unity. With Mixamo, you can simply download an FBX file, a standard 3D model format, and then create, texture, and animate your character in one go! With Mixamo, all you have to do is download an FBX file, a standard 3D model format, and your character will be rigged, textured, and animated.

It’s also great that it supports most 3D programs, including Blender, Zbrush, and Substance Painter.

How Mixamo can be used in games

When it comes to game development, Mixamo offers three main functions. These are character models, animation and auto-rigging tools. All of them are specifically designed for games.

Character models

Mixamo comes with a wide range of optimized game models that can be rigged and animated instantly.

These are ideal as placeholders during game development, but they are not unique enough for commercial use, as there is only a limited amount accessible to thousands of people.

For this reason, a character creation software called Adobe Fuse was developed, but it has since been discontinued. You may be able to access this program, but please note that Adobe no longer provides support for it, as mentioned in this Adobe article.

Mocap Animation

Mixamo has a large library of Mocap animations that you can use for free. Along with the auto-trigger, this is where Mixamo really shines.

The Mocap animation library is a great resource. I’m not much of an animator, so I’ve been using the Mocap animation library for a while now. It makes it very easy and quick to download these animations and use them in the game engine.

There are animations for walking, running, squinting sideways, walking backwards, running and many other movements. Everything you need to put animations together and create convincing motion animations for games.

Thousands of animations to choose from.

Auto-rigging tools

In my opinion, this is where Mixamo really shines. Although the model library is limited, you can upload your own 3D game models as a source and use the tool to automatically align them for use in your game.

A rig is basically a skeleton of a mesh. This skeleton determines how the mesh will be deformed. That is, when you move the skeleton, the mesh moves with it. This is necessary for the animation, the animation just shows the direction you want the skeleton to move.

It’s really easy to do. Just upload your mesh and drag a circle where the rigger tells you to. Mixamo takes care of the rest, and with any luck, one of Mixamo’s extensive animation libraries will work like magic.

Can Mixamo manipulate and animate animals?

Unfortunately, no. The rigging tools are not optimized for this and there are no animations available in the library.

However, it is possible to create a 4 legs humanoid model of a dog (sorry, that’s old, it’s The Simpsons).

Can Mixamo be used to add or edit animations?

Yes, rigged figures can be exported to 3D software like Blender. However, the rig must be the same as the one created in Mixamo. It is possible to create and edit animations for export to game engines.

You can use the provided animations as a base and improve and customize them as you like.

Is it possible to edit Mixamo models?

You can import them into other software such as Blender, Substance Painter or Zbrush and customize them as you like. Then you can import them back into Mixamo if needed, customize the rig, and they’re good as new.

Are a set of animations tied to a model?

No, they aren’t. Using a method called retargeting, the same animation can be applied to all models that have a rig created in Mixamo. This is very handy and saves time.

Of course, you can also create cool flashmobs with your favorite characters.

Is the Mixamo library updated?

Adobe updates its animation library and keeps it up to date. So, it seems that Adobe will not stop supporting Mixamo in the near future.


It is a free tool, that has become almost indispensable for game development. Not only is it a great tool for beginners, but it’s also very easy to use even if you have no experience with animation. If you have experience with 3D pipelines, you can make countless changes to your models and animations.

1 – Mixamo to Unreal by Matt Aspland

This video will be showing you how to download a character and animations from mixamo, and import these into Unreal Engine 4. Mixamo is full of loads of great, free, and copyright free characters and animations for you to use in your games.


1.1 – Mixamo To Unreal’s Timestamps.
00:00 – Intro

00:33 – Mixamo

07:30 – Unreal Engine

10:30 – Final Overview

10:43 – Outro

2. Mixamo to Unreal Engine 4 by Smart Poly

In this tutorial we will go over what Mixamo is, how to download animations, and re-target them for any character you have.

This is episode 4 on a Unreal Engine 4 Complete Beginners Guide.

3 – How to import Mixamo animations to your UE4 project

In this video we will go through the steps needed to get an animation into UE4 from Mixamo.

Download UE4 Mixamo mannequin:…

3.1 – Video Timestamps

00:00 – Intro

00:50 – Download UE4 Mixamo character

01:11 – Upload character to Mixamo

02:34 – Download animation form Mixamo

04:56 – Import character and animation to UE4

06:40 – Retarget animations to normal UE4 skeleton

11:00 – Outro

Check our main blog page for more interesting content. Leave your questions or doubts in the comments section.

Unity FPS Movement Tutorial by Dani  |  Karlson Parkour FPS Controller

Unity FPS Movement Tutorial compilation

First Person Shooter (FPS) is one of the classic genres of computer games, and after the phenomenal success of Doom, many companies took a stab at this type of game. In this tutorial we are covering some tutorials on how to implement Unity FPS movement and some tips on how to design correctly the level.


Today, there are single-player FPS games, multi-player combat FPS games, and multi-player cooperative FPS games, all of which can be both plot-driven and straight combat; some FPS games are problem-solving, some are stealth, and some are focused in the highest possible body count.

Creating them, although it might look easy, is in reality not trivial and requires some attention to details, from a point of view of design and developement.

In this article, we will list some of the tips of the design and a recompilation of some of the best First Person Shooter tutorials on how to create your own Unity FPS movement with Rigidbodies.

Game Design Tips for First Person Shooters

The game designer’s job in this type of game is to determine the direction of the game, create the setting, and then create the tools that allow the player to modify the game, add their own content, and replace everything but the game engine with a completely different look and feel.

Game designers have to wrestle with realism while facing the limitations of the system.

There are two types of this.

One is the type found in America’s Army, where the goal is to recreate reality well enough to be used as a recruiting and training tool. You can’t carry billions of weapons, and you can’t run across a field towards a hundred enemy soldiers and kill them with impunity. The other thing is that we’re basically trying to do the slasher genre of movies.

Every time he takes an impact, blood and flesh splatters from his body, leaving stains on the walls and floor. Bullet holes are sewn into the walls, and drums explode when hit. The most common complaint is against the realism of this latter.

Some critics link FPS to murder, and any violent act can be examined in relation to computer games. It is the job of lawyers and scientists, rather than game designers, to deal with these kinds of issues. One of the problems with game design is knowing why it is designed the way it is in order to cater to a particular market. If the game is for adults who like black comedies that deal with gruesome deaths, it is likely to require blood and flesh. If you are creating a game that hunts cartoon creatures, then you are probably wrong.

The game designer must decide on the goal of the game. Some games are about solving puzzles, while others are about gaining the knowledge needed to solve the puzzles. There are also tactical games where you choose battle drills to practice and use as needed. There are also games where the goal is to get the MacGuffin.

One of the hallmarks of FPS is interactivity. Classic examples of this genre feature computer-controlled enemies and a single player who does everything.

Later games offered a multiplayer mode where humans fight each other. Later, it became possible to cooperate in team play, and even later, computer-controlled allies were introduced, which the player could command and influence. Nowadays, first-person shooters are usually built around at least some form of online play, and many games support both single human playing with a computer and multiplayer online games.

Game designers of FPSs face, in many ways, one of the more difficult challenges. This is because they are required to create unique works that will attract attention in the marketplace in a genre that is often stereotyped and has a lot of public opposition.

Brackeys Unity FPS movement tutorial

Too bad Brackeys stopped making tutorials for unity, his, where some of the best tutorials available.

Time Stamps

00:01 Intro & Explanation

02:50 Camera Movement & Look around

4:51 Mouse Controls

11:13 Key Controls

15:14 Gravity

21:21 Jumping

Unity FPS movement by Brackeys

Unity FPS movement tutorial by Dani

A quick tutorial on how to make movement like in one of the author’s game Karlson Parkour.

Unity FPS movement by Daniel

Advanced FPS movement by GD Titans

The files for the tutorial can be found on github:

Project Files:

Unity FPS movement by GD Titans

The EASIEST FPS MOVEMENT in Unity – Rigidbody First Person Controller Tutorial by Finn

This tutorial will show you the fastest and easiest way to make a Rigidbody character controller in Unity in only 4 minutes and 20 lines of code and be a very good entry at understanding how the controllers are done.

Unity FPS movement by Finn

In case you don´t want to code your own version, don´t forget to look at the asset store where you can also find some files



First Person Shooters – What Is Good Level Design In An FPS by Jabbberminor

The video goes briefly about what makes the level design good in a first-person shooter, using as a base of explanation several games examples as good and bad designs when it comes to designing the level.

Do you have any question or doubt? Don’t hesitate in leaving your comment on the comments section below. For more tutorials and news check out our blog.