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MIXAMO-GODOT

  • Blender Version 2.80, 2.81 - Not tested with other versions.
  • Batch-Imports Mixamo-Animations without (!) skin from Fbx.
  • Renames the actions according to Fbx-Filename.
  • Can Batch-Save individual animations as Blendfiles.
  • Also can Batch-Export animations as ESCN-Files,
  • using the Godot-Blender-Exporter (Has to be installed).
  • Doesn't remove the 'MixamoRig:' prefix from the Bone-Names, yet.
  • Can't yet pack animations in a single .blend/.escn
  • Doesn't work with meshes currently, only bare armatures with animations.
  • Can't join animations in a single file, yet.
  • Only work's with Fbx-Files.
  • X, Z locations get removed completely from the Hip-Bone (!)

How to use:

  1. You might want to replace spaces in the filenames (optional)
  2. If you downloaded a Mixamo-Animation-Pack move the .fbx with the Model/Skin to a different location! (important)
  3. To see printed warnings/errors logs, open Blender in Terminal
  4. Open a new file in blender and save it in the directory, with the files you downloaded from Mixamo. Working-Directory. If the Blendfile contains objects (default-cube or a model, camera etc.), the script will backup the file.
  5. Open the script in the Text-Editor.
  6. Change the Option-Variables True/False, for what you need.
  7. Run the Script, done.

When you've exported to .escn you can:

cd your-anim-folder/escn_out

godot -e


replacing ' ' with '_' on linux-terminal:

cd your-anim-folder

for foo in *.fbx; do mv "$foo" `echo $foo | tr ' ' '_'` ; done

About

Blender-Script, that lets you batch import + export Mixamo-Animations from .fbx to .escn . With and without RootMotion.

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