
Mixamo uses Fbx which they don't really understand and worse keep changing so that creates errors in reading the bone rigs between Mixamo and what ever 3rd party software you try to load your animation into, things like crossed arms, folded skin, and busted animations are all caused by Fbx being misread and the fact of the matter is Autodesk does this by design so the point of this addon i use is simple. Now if you want to share the model I may suggest which rig to use but at this point only you can answer that

24 Mixamo about 453 MoCap animations, obtaining 453-457 Mixamo skeleton. Change roll=-66deg and observe the bone looks aligned to all other bones importing onto 542-552 MetaHuman control rig overview 497-501 MetaHuman. Open Transform panel (N) and observe roll=+66deg Observe that bone "mixamorig:LeftLeg" has strange roll - it should immediately stand out (see screenshot) File > Import > FBX > Select the file, all default options (scale=1, no apply xform, etc.) fbx model "Amy" from ( ) => Ch46_nonPBR.fbx (there's also an option to download as ASCII to check content) **Exact steps for others to reproduce the error** blend file because the error is likely during the import so there's little value seeing the wrong result without a way to repro (which is given via the above steps). This might be related to #53620 but that issue doesn't mention roll explicitly. You can confirm the issue by downloading an animation from, like "Walking", the one for female model (red), only called "Walking" and nothing else ( )



Same rig imported as Collada (.dae) works well.įlipping the roll fixes the associated animations.Įxact steps for others to reproduce the error Imported armature from fbx downloaded on has some bone with wrong roll.
