After you have finished customizing your avatar and hit the Done button, a popup will show a URL to the generated GLB file. If you copy this and navigate to it in a browser it will begin to download the file.
After it has downloaded, you can import it into Blender. To do this, use the Blender toolbar at the top and navigate to
File>Import>GLTF 2.0 and then select the
.glb file you downloaded.
Once the file has finished importing and the model appears in the Blender scene, you can now export. Using the toolbar again, navigate to
File/Export/FBX and a popup window for export settings will appear.
If you want the generated textures to be included in the FBX export then adjust the settings as below
Set Path Mode to
Click the icon next to the Path Mode dropdown so that it changes and is highlighted blue
Set Apply Scalings to
FBX Units Scale
Uncheck Apply Units
These settings are just to prevent some import error warnings about smoothing. It doesn't specifically break anything though.
Set Smoothing to
Check Tangent Space
Uncheck Add Leaf Bones
Before importing into Unreal Engine, it is important to upload the exported FBX to Mixamo and then download it again. This is because Mixamo applies some modifications to the skeleton structure/transforms to make it compatible with the Mixamo animation library. Without this step, there will be import errors inside Unreal Engine making the Blender exported file incompatible with the reference skeleton and animation blueprint we provide.
Similar to the steps in the Mixamo Animations page, follow these steps:
Navigate to mixamo.com
Login as required
Click the Upload Character button
Select the avatar FBX you have exported from Blender
Follow through the prompts
After you see the new model in the 3D preview click the "Download" button
Finally, you can now import the model into Unreal Engine
Lastly, you will need to adjust some import settings in Unreal Engine as shown in the image below.
Set the skeleton to use RPMMixamoSkeleton
Check Import Morph targets (if you require them)
Check convert scene Unit to ensure the mesh is imported at the correct scale