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  1. Integration Guides
  2. Unreal Engine
  3. Animations

Loading Mixamo animations

How to add Mixamo animations to Ready Player Me avatars.

PreviousReady Player Me Animation LibraryNextMannequin animation retargeting

Last updated 2 days ago

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Ready Player Me full-body avatars are compatible with animations. Ready Player Me full-body avatars include a compatible full-body skeletal rig that makes it possible to use animations exported from Mixamo.

To download and use animations on full-body avatars do the following.

  1. Find in a file explorer: [PROJECT_NAME]/Plugins/ReadyPlayerMe/Resources/RPM_Animation_Reference.zip.

  2. Unpack the Zip file to a folder. Notice the RPM_Avatar_Reference.fbx file. This FBX is delivered inside a Zip file because otherwise it would be imported into Unreal Engine and converted into a Mixamo incompatible .uasset file.

  3. Go to and log in with your Adobe credentials or create an account.

  4. Click Upload Character.

  5. Upload theRPM_Avatar_Reference.fbx file.

  6. After Mixamo completes processing the animation target, click Next.

  7. Pick an animation of your choice.

  8. Click Download.

  9. In the Download Settings dialog, select Format as FBX binary and Skin as Without Skin. Leave Frames per Second as 30 and Keyframe Reduction as none.

  10. Click Download. The file will download to your default download folder.

  11. Drag and drop the FBX file into your project's Content Browser.

  12. In the FBX Import Options popup, in the Mesh section, uncheck the Import Mesh checkbox.

  13. Find Mesh > Skeleton. In the dropdown, choose the preconfigured RPM_Mixamo_Skeleton.

  14. In the Transform section find the Import Rotation and change the X rotation to 90. This will prevent the animation from being imported with the wrong rotation.

  15. Click Import.

  16. Once imported, you can add the animation to an animation blueprint of your own, or add it to the example Blueprint BP_RPM_Animation.

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Mixamo
Mixamo
www.mixamo.com