Mixamo Root Motion In Unreal Engine 5 Mixamo Converter

Step 1: Download Mixamo Animation and Character

  • Go to Mixamo.com and select the character and animation you want.
  • In the Download Settings, choose FBX for Unreal Engine or FBX format.
  • Enable With Skin for character models or Without Skin if you only want the animation.
  • Download the file to your computer.

Step 2: Use Mixamo Converter Tool

  • To enable root motion, you’ll need to use a Mixamo Converter tool, such as Autodesk Maya’s Mixamo Rigging Tool or Blender’s Mixamo Add-on. You can also use plugins like the UE5 Mixamo Animation Retargeting Plugin for an easier solution.
  • If using Blender:
    1. Import the FBX into Blender.
    2. Apply root bone adjustments by adjusting the armature or using a Mixamo add-on for Blender that lets you add root bones to Mixamo animations.
    3. Once done, export the modified animation as an FBX.

Step 3: Import to Unreal Engine 5

  • Open your Unreal Engine 5 project.
  • Go to Content Browser, right-click, and choose Import to bring in your Mixamo FBX file.
  • In the import options:
    • Enable Import Animations.
    • Make sure Import Mesh is unchecked if you’re only importing animations.
  • Click Import.

Step 4: Enable Root Motion in Unreal Engine

  • Go to the Animation Sequence you imported and open it in Unreal Engine.
  • In the Details panel on the right, scroll down to Root Motion.
  • Enable Root Motion by selecting Enable Root Motion and ensure Force Root Lock is on.
  • Set the Root Motion Mode to Root Motion from Everything if needed for full control in Unreal.

Step 5: Test and Adjust

  • Open the animation in Persona Animation Editor and check if the root motion is working properly by previewing the animation.
  • You can use root motion in Animation Blueprints or Montages for precise in-game movement.

Step 6: Use Root Motion in Gameplay

  • To use root motion in gameplay, go to your Animation Blueprint or character movement logic.
  • Set the movement logic to Root Motion Only under Character Movement for movement-based actions (e.g., attacks, dodges).
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