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Mixamo to Blender in 2026: The Add-on, the Manual Import, and What to Use Instead

Last updated: September 2026.

A Mixamo character in T-pose beside its imported armature in the Blender viewport

Mixamo still works in September 2026 and is still free with an Adobe ID, but Adobe's own Blender add-on was built for Blender 3.6 and the community build that replaced it on Blender Extensions lists Blender 4.2 LTS as its compatibility and 5.5 and above as unsupported. If you're on Blender 4.2 through 5.4, install the "Mixamo Rig" extension and you get the control rig and baking workflow back. On anything newer, or if you'd rather not depend on an add-on at all, import the FBX files by hand, fix the 0.01 scale and the mixamorig: bone names once, and stack clips in the NLA editor. If what you actually want is a library of animations on your own character, a CC0 library retargeted inside Blender saves you the Mixamo round trip entirely.

Quick answer

  • Blender 4.2 to 5.4, want the control rig: install Mixamo Rig from Blender Extensions (version 1.2.2, April 2026). It's the community continuation of Adobe's add-on, GPL, and does the same one-click IK control rig and bake in and out.
  • Blender 5.5 or newer, or no add-on: File > Import > FBX (.fbx), leave Apply Transform off, tick Automatic Bone Orientation on the legacy importer, and don't fight the 0.01 armature scale until every clip is in.
  • Several clips on one character: download the character once "With Skin", every animation "Without Skin", import each, assign its action to the main armature by name, Push Down into the NLA, delete the spare armatures.
  • Animations won't play, character stays in T-pose: the action isn't assigned, or the bone prefix in the action (mixamorig:) doesn't match the armature. Check the prefix before anything else.
  • Root motion: untick "In Place" on Mixamo before downloading, then bake the hips' horizontal motion into a root bone. The Import Mixamo - Root Motion extension automates that on Blender 4.2 LTS.
  • Want to skip Mixamo: retarget any clip inside Blender with the free Rokoko plugin or Auto-Rig Pro's Remap, pull clips from Quaternius' CC0 Universal Animation Library, or use the Cinevva Rig add-on, which retargets 260 CC0 clips onto a character it rigged inside Blender, runs on your own machine offline for one $29 launch-price purchase, and supports Blender 4.2 and newer on Windows, macOS and Linux.

Quick reference

RouteBlender versionsWhat you getWhere it breaks
Adobe's original add-onBuilt for 3.6, per Adobe's plugin pageIK control rig, bake animations in and outBlender 4.0 replaced bone layers with bone collections, so it fails on 4.x
Mixamo Rig extension (community)4.2 LTS listed, 5.5+ marked unsupportedSame control rig and bake, extension install, 69,700+ downloadsNot supported on 5.5 and above
Manual FBX importEvery versionFull control, nothing to install0.01 scale, mixamorig: prefix mismatches, one armature per file
Import Mixamo - Root Motion extension4.2 LTS listed, 5.1+ marked unsupportedBatch import, strips the prefix, bakes root motionNot supported past 5.0
Retarget inside Blender (Rokoko, Auto-Rig Pro Remap)Rokoko: current plugin, ARP: 2.93 to 5.1Any clip onto any rigSetup per skeleton pair
CC0 library on your own rigDepends on the toolNo licence line in the shipped gameYou still need a rigged character

Where Mixamo stands in September 2026

Everything Adobe states publicly is on one page, the Mixamo FAQ, and that page was last updated on September 14, 2021. It says Mixamo "is available free for anyone with an Adobe ID and does not require a subscription to Creative Cloud", that it isn't available for Enterprise and Federated IDs, and that it isn't available to users with a country code from China. Characters and animations are royalty free for personal, commercial and non-profit projects, including video games. The auto-rigger and the animation library are for bipedal humanoids only, and the FAQ closes with "Adobe does not support troubleshooting for third-party programs", which covers Blender.

Adobe has announced no shutdown on those pages, and we won't speculate beyond them. What the pages do tell you is that nothing has moved in five years. Treat Mixamo as a working legacy service: fine for downloading what you need, not something to build a pipeline on if you can avoid it. The longer view, with alternatives outside Blender, is in Free Character Animations and Auto-Rigging.

The official Mixamo Blender add-on, and what replaced it

Adobe's Mixamo Blender add-on page still hosts the download and describes it plainly: an auto control-rig add-on for characters that were auto-rigged with Mixamo, which "provides a one-click solution to create an IK control rig and to bake animations in and out of the character control rig and skeleton". It's released under GPL 3.0. That last detail is why it survived Adobe losing interest.

The add-on broke with Blender 4.0. The Blender 4.0 release notes explain the cause: "New bone collections replace both legacy numbered layers and bone groups", and the bone layer operators were replaced by bone collection operators. The Adobe add-on organised its rig into numbered layers, so on 4.0 it errored out. A community fix by Xin, documented by CGDive, moved the rig into three bone collections named Control, DEF and MCH. That GitHub repository now says it's retired and points to the Blender Extensions listing.

Which brings us to the version you should actually install. The Mixamo Rig extension by tyler.tofu describes itself as a "3rd party upgrade to official addon because it is no longer supported" and links Adobe's page for the Blender 3.6 original. Version 1.2.2 shipped on April 16, 2026, the listing shows Blender 4.2 LTS as its compatibility with 5.5 and above marked unsupported, it's GPL 3.0 or later, and it had 69,726 downloads when we checked. The changelog shows someone maintaining it against current Blender: the December 2025 release fixed errors when applying animations to the control rig on Blender 4.4 and reworked F-curve access for Blender 5.0's layered actions, and the April 2026 releases fixed IK/FK snapping and controller scaling.

Installing it takes one drag. Open the listing in your browser, drag the "Get Add-on" button into a Blender window, and confirm. Or go to Edit > Preferences > Get Extensions, search for "Mixamo Rig", and click Install. Offline, download the zip and use Install from Disk from the dropdown in the top right of the same window.

The workflow is the one Adobe designed. Rig your character on Mixamo, download it "With Skin" in the T-pose or with any animation, open the add-on's panel in the 3D viewport sidebar (press N, look for the Mixamo tab), import the FBX through the panel, and press the button that creates the control rig. Import further Mixamo clips through the same panel and they land on the control rig as actions you can bake in and out.

Two routes from Mixamo into BlenderPick by Blender version. Both start with a rigged character on mixamo.com.Add-on route (Blender 4.2 to 5.4)Manual route (any Blender)1Download the character, FBX Binary, With Skin2Install "Mixamo Rig" from Blender Extensions3Import the FBX through the add-on panel (N sidebar)4Create the IK control rig5Import more clips, bake in and out of the rig1T-pose With Skin once, every clip Without Skin2File > Import > FBX, Apply Transform off3Assign each clip's action to the main armature4Push Down into the NLA, delete spare armatures5Export for your engineBlender 5.5 and above: the extension listing says unsupported.Use the manual route, or retarget a CC0 library inside Blender instead.
The add-on route gives you a control rig to edit poses on. The manual route is more steps but has no version ceiling.
CGDive walks through the community-fixed Mixamo add-on on Blender 4, including what broke and how the fixed rig is organised into bone collections.

The manual route, step by step

This works on every Blender version, and it's worth understanding even if you use the add-on, because every "Mixamo animations not working" thread ends in one of the details below.

1. Download the right files

On Mixamo, rig or pick your character, then download it once in the T-pose with Format set to FBX Binary and Skin set to With Skin. That file is your character: mesh, materials, skeleton. Then for every animation you want, apply it and download again with Skin set to Without Skin. Those files carry only the skeleton and the motion, so they're small and import fast. For a walk or run you intend to drive from game code, tick "In Place" so the character moves on the spot. If you want the forward motion in the clip so you can bake root motion later, leave it unticked. Keep keyframe reduction at none, since Blender's legacy importer reads FBX curves as baked keys anyway.

2. Import with the right settings

File > Import > FBX (.fbx). On Blender 4.2 through 4.4 that menu item is the Python importer. Blender 4.5 added a second item marked experimental, a new C++ importer built on ufbx that the 4.5 release notes describe as "generally 3x-15x faster than the old one". In Blender 5.0 the release notes make the C++ importer the default and mark the Python one as "FBX (.fbx) (Legacy)". Both handle Mixamo files, and the settings that matter differ slightly.

On the legacy importer, the Blender manual lists the options under Transform and Armature. Leave Manual Orientation off, since the importer reads the file's axes. Leave Apply Transform off. The manual is blunt about that checkbox: "Experimental option, use at own risk, known to be broken with armatures/animations." Under Armature, tick Ignore Leaf Bones so you don't get an extra _end bone at every fingertip, and tick Automatic Bone Orientation, which Rokoko's retargeting guide also asks for because it gives you bone rolls Blender's constraints and retargeters can work with.

On the new importer, the manual page is shorter: a Scale value, Custom Normals, a Material Name Collision option (Make Unique or Reference Existing), an animation Offset, and Ignore Leaf Bones. It also notes that each FBX take "is imported as a separate Action, with each animated object assigned to its own Action Slot", which matters in the next step.

3. Look at what arrived

Select the armature and press N. The Item tab shows Scale 0.010 on X, Y and Z. That isn't a bug. Mixamo works in centimetres, the file says so, and the importer keeps the unit conversion on the armature object rather than rewriting every bone and keyframe. The mesh is parented under it and displays at the right size. Every bone is named mixamorig:Hips, mixamorig:Spine, mixamorig:LeftArm and so on, with the prefix and a colon.

The temptation is to select everything and press Ctrl+A > All Transforms to get a clean 1.0 scale. Hold off until you've imported every clip, and read the scale section below before you do it at all.

4. Bring in the other clips

Import each Without Skin FBX the same way. Each one arrives as its own armature, Armature.001, Armature.002, with an action attached. Because the bone names inside those actions are identical to the ones on your main armature, the actions are interchangeable: an action is just a set of F-curves addressed by bone name.

Select your main armature, open the Dope Sheet, switch it to Action Editor mode, and pick the imported action from the dropdown in the header. The character plays it. On Blender 4.4 and newer, actions have slots, and the imported action's slot needs to be assigned to the armature as well, which the header does for you when you pick it. Once it plays, click Push Down. The manual describes what that does: it "creates a new track below the Action Track and moves the active action into it as a strip, leaving the Action Track empty". Repeat for every clip, then delete the spare armatures. Their actions stay in the file because the strips reference them.

If you want each animation to survive as a separate clip in Unity, Unreal or Godot, leave them as separate NLA strips and tick NLA Strips under Bake Animation in the FBX exporter, or export glTF, whose exporter writes every stashed or pushed-down action as its own animation in the default Actions mode and, in NLA Tracks mode, exports "each NLA Track as an independent glTF animation". If you want one long sequence, drag the strips end to end on one track instead.

5. Root motion

Mixamo bakes forward motion into the hips bone. Game engines want it on a root bone at the character's origin so the engine can read the character's displacement and move the collider. There's no button for this in stock Blender, so you either do it by hand or use the extension built for the job.

By hand: add a bone named root at the armature origin, parent mixamorig:Hips to it, give the root a Copy Location constraint from the hips limited to X and Y, bake the root with Object > Animation > Bake Action (Pose mode, Visual Keying, Clear Constraints), and remove the horizontal location keys from the hips. Once per clip.

With the extension: Import Mixamo - Root Motion by DevilMayCry adds File > Import > Mixamo fbx (folder/*.fbx). It imports a whole folder of Mixamo FBX files in one go, and its listing says it will "batch remove prefix name mixamorig:", rename each action after its file, apply transformations, remove the redundant Armature.00* skeletons, and "batch create root bones to record Root Motion information", with several ways to calculate the baked keys. Version 1.0.4 from November 2025 added a Copy Rotation option so the root also takes the hips' turning. It lists Blender 4.2 LTS as its compatibility and 5.1 and above as unsupported, with 51,467 downloads.

The four things that break

The character stays frozen in T-pose

Nine times in ten the action isn't assigned to the armature you're looking at. Check the Action Editor dropdown. The tenth time, it's the prefix. Mixamo bone names are mixamorig:Hips, and if the action's F-curves address mixamorig1:Hips or plain Hips, none of the curves find a bone and nothing moves, with no error. This happens when the clips were downloaded against a different upload of the same character, or when one file came through a tool that stripped the prefix. Open the Graph Editor, expand a channel, and compare the bone name in the data path with the names in your armature. Fix it by renaming one side. Batch Rename (Edit > Batch Rename, or Ctrl+F2) with Data Type set to Bones handles a whole skeleton with Find mixamorig: and Replace empty, and the root motion extension above does the same as a batch import option.

The character is tiny, or flies away

The tiny character is the 0.01 object scale with the mesh not parented, or a file imported at a Scale value other than 1.0. The flying character is the more interesting one. If you applied scale to your main armature so it reads 1.0, its hips bone now expects location keys in metres. The actions you imported still have location keys in centimetres, so the hips move 100 times too far on every step and the character launches out of frame. Either keep the 0.01 scale on the armature and never apply it, which every engine importer handles, or apply it consistently to every armature before you move any actions across, so the location curves get rescaled along with the bones. Never mix the two states in one file.

Extra bones and wrong orientations

An _end bone on every finger and toe means Ignore Leaf Bones was off on import. Bones pointing the wrong way with rolls all over the place means Automatic Bone Orientation was off. Both are cosmetic for playback and both bite as soon as you retarget or add constraints, so re-import with the boxes ticked rather than fixing bones by hand. If you're round-tripping to another package, the exporter's Add Leaf Bones and Primary/Secondary Bone Axis settings on the same manual page are the mirror image of these.

Textures come in grey or pink

If the mesh renders pink in Material Preview, an image path is broken: File > External Data > Find Missing Files and point it at the folder you unzipped. If it's flat grey, the importer built the material but didn't wire the image, so open the Shader Editor and connect the texture to Base Color.

Why the character freezes, and why it fliesThe two silent failures behind most "Mixamo not working in Blender" threads.Bone prefix mismatchArmature bonesmixamorig:Hipsmixamorig:Spinemixamorig:LeftArmmixamorig:LeftLegAction F-curvesmixamorig1:Hipsmixamorig1:Spinemixamorig1:LeftArmmixamorig1:LeftLegNo curve finds a bone. Nothing moves, no error.Fix: Batch Rename, find "mixamorig:" replace with nothing, on both.Scale mismatchAs importedObject scale 0.010Hips keys in cm96.4 cm x 0.01= 0.964 m, correctScale applied, action notObject scale 1.0Hips keys still cm96.4 cm x 1= 96.4 m, fliesKeep 0.01 on every armature, or apply it to every one beforemoving actions across. Never mix the two in one file.Leaf bones and bone rolls are the other two, both fixed by re-importing with the Armature boxes ticked.
A prefix mismatch fails silently and a half-applied scale fails loudly. Both come from importing several FBX files that don't agree with each other.

Exporting what you built

Once the clips are on one armature, the export is a normal Blender export, with the usual per-engine details. Unity and Unreal take FBX (File > Export > FBX (.fbx)), Godot and the web take glTF (File > Export > glTF 2.0 (.glb/.gltf)). Tick Selected Objects and select the armature and mesh only, so the spare cameras and lights from the import don't come along. Under Bake Animation, NLA Strips exports each strip as its own take and All Actions exports every action "compatible with the selected armatures", which is more than you want if the file still holds actions from deleted armatures. Add Leaf Bones off, because the exporter otherwise writes an extra bone at the end of every chain to mark the last bone's length, and engines show it as _end. If your imports keep failing on FBX files from other packages rather than Mixamo, the paid Better FBX Importer & Exporter ($25 for one seat, 12,600+ sales, listed for Blender 3.6 to 5.1) exists because it reads every FBX version from 5.3 to 2020 and exports Unity and Unreal-friendly armatures, and that's what people pay for.

If the export step is what you dread, the Cinevva Rig add-on's export card is free without a key or an account: it reports where the bytes in your file go (geometry, textures, animation, shape keys) and its Unity, Unreal, Godot and Web presets set the axes, scale, bone axes, texture caps and compression for you. Measured against a plain Blender GLB export, the presets produced files 68% to 98% smaller on four real models.

What to use instead of Mixamo

The reason most people go to Mixamo from Blender is the animation library, not the rigging. Blender ships Rigify as a bundled add-on for free, and there are several ways to get a library of clips onto a rig without leaving Blender.

Retarget any clip with the Rokoko plugin. Rokoko's Studio Live plugin for Blender is open source on GitHub and its retargeting guide states that "the retargeting feature is not a paid feature and does not need a premium account". The steps: import the FBX with Automatic Bone Orientation ticked, open the Retargeting panel, pick the animated armature as source and yours as target, press Build Bone List, check the pairings, tick Auto Scale if the two skeletons differ in size, make sure both are in the same pose, and press Retarget Animation. If feet sink or the hips stay put, Rokoko says to try turning Auto Scale off or switching Use Pose to Current. It's the cheapest way to move a Mixamo clip onto a Rigify or custom rig.

Retarget with Auto-Rig Pro's Remap. Auto-Rig Pro is the category leader on Superhive, with over 65,000 sales and a listed range of Blender 2.93 to 5.1. The Lite edition is $25 and covers the rig itself. Remap, the retargeter, is in the $50 Full edition alongside the Smart biped detection and the FBX and glTF export presets for Unreal and Unity. The product page describes Remap as retargeting "any armature action to another one, with different bone names and bone orientations", and names Mixamo files as the example. If you already own ARP, this is your retargeter.

Retarget with constraints and a bake. Blender can do it with no add-on: give each bone on your rig a Copy Rotation constraint targeting the matching Mixamo bone, a Copy Location on the hips, then Object > Animation > Bake Action with Visual Keying and Clear Constraints. It's tedious for a full skeleton, and you'll set it up again for every skeleton pair.

Use a CC0 library instead of Mixamo's. Quaternius' Universal Animation Library (March 2025, 120+ clips) and Universal Animation Library 2 (January 2026, 130+ clips) are CC0, ship as FBX, GLB and .blend, and were built on one humanoid rig "ready for retargeting" into Unreal, Godot and Unity. Locomotion in eight directions, jog, sprint, crawling, swimming, melee and armed combos, parkour, farming, fishing, zombie sets. CC0 is a public domain dedication, so nothing follows the clip into your game, and you can redistribute the raw files, which Mixamo's terms don't allow. You still retarget them onto your character with one of the tools above.

Skip the round trip. The Cinevva Rig add-on does the rig and the library in one place. Select a mesh, press Rig, and you get a skinned humanoid armature with Mixamo bone names, so every workflow on this page still applies. Then a browser docked in the viewport previews 260 CC0 clips (walks, runs, idles, combat, climbing, crawling, emotes) and one click retargets the clip onto your character inside Blender, with foot planting and floor contact handled during the retarget. Rigging runs on your own machine after a one-time engine download of about 2.4 GB, offline, with no per-rig count, for a single $29 launch-price purchase that activates up to three machines. It supports Blender 4.2 and newer on Windows, macOS and Linux and installs as a standard extension. If you'd rather not install anything, the same 260 clips retarget onto an uploaded rigged GLB or FBX in the browser at the animation library, and Prompt Animations turns a sentence into a clip for the odd motion no library has.

If the rig is what you'd redo. Mixamo's skin weights are what they are, and repainting them is the job people pay to skip. Voxel Heat Diffuse Skinning ($30, 12,500+ sales, Blender 3.6 to 5.1) re-skins a mesh to any armature with a voxel heat solve, and it's the standard answer when Mixamo's automatic weights pinch a cloak or a skirt.

Getting animations onto a Blender characterCost, licence of the clips you ship, and where the work happens.OptionCostClip licenceInside BlenderBlenderMixamo + Mixamo Rig extensionFree, Adobe IDRoyalty-free, no redistributionYes4.2 to 5.4Rokoko plugin retargetingFree, open sourceFollows the clipYesCurrentAuto-Rig Pro Remap$50 Full editionFollows the clipYes2.93 to 5.1Constraints + Bake ActionFree, built inFollows the clipYesAnyQuaternius Universal Anim. LibraryFreeCC0Needs a retargetern/aCinevva Rig add-on$29 once, offlineCC0, 260 clipsYes4.2 and newerCinevva web animation libraryFree previewCC0, 260 clipsBrowsern/aPrices and version ranges as listed on Blender Extensions, Superhive and Rokoko's docs, September 2026.
"Follows the clip" means the retargeter adds no terms of its own, so a Mixamo clip stays under Mixamo's licence and a CC0 clip stays CC0.

Common Questions

Is there a Mixamo add-on for Blender 4.2?

Yes. Adobe's original was written for Blender 3.6 and broke on 4.0's bone collections, but the community continuation is on Blender Extensions as Mixamo Rig, version 1.2.2 from April 2026, listed for Blender 4.2 LTS with 5.5 and above marked unsupported. It does the same one-click IK control rig and bakes animations in and out. Install it from Edit > Preferences > Get Extensions.

Is Mixamo still free in 2026?

According to Adobe's Mixamo FAQ, Mixamo is free for anyone with an Adobe ID and needs no Creative Cloud subscription, with the exceptions that Enterprise and Federated IDs can't use it and it isn't available to accounts with a China country code. Characters and animations are royalty free for commercial projects including games. The FAQ was last updated in September 2021, and Adobe says it doesn't support troubleshooting in third-party programs such as Blender.

How do I import a Mixamo animation into Blender?

Download the character once With Skin and each animation Without Skin, then File > Import > FBX (.fbx) for each file with Apply Transform off and, on the legacy importer, Automatic Bone Orientation and Ignore Leaf Bones on. Select your main armature, pick the imported action in the Action Editor dropdown, and press Push Down to store it as an NLA strip. Delete the extra armatures when you're done. Blender 5.0 and newer default to the faster C++ importer and keep the Python one as "(Legacy)".

Why is my Mixamo character so small in Blender?

Mixamo files are in centimetres, so the importer sets the armature object's scale to 0.010 and parents the mesh under it, which displays at the right size. It looks tiny only when the mesh isn't parented or you changed the importer's Scale value. Don't apply the scale to one armature and not the others, because the imported actions keep hips location keys in centimetres and the character will fly 100 times too far.

Why are my Mixamo animations not working in Blender?

The character stays in T-pose when no action is assigned to that armature, or when the bone names in the action don't match the armature's. Mixamo bones are mixamorig:Hips and friends, and if one file came back as mixamorig1: or had the prefix stripped, none of the F-curves find a bone and nothing moves, with no error. Check the Action Editor dropdown first, then compare a bone name in the Graph Editor's data path against the armature, and use Ctrl+F2 Batch Rename to make them match.

How do I get root motion from Mixamo in Blender?

Download the clip with "In Place" unticked so the forward motion is in the hips, then move the hips' horizontal location into a root bone and bake it. The Import Mixamo - Root Motion extension does this for a whole folder of files at once, strips the mixamorig: prefix, and names each action after its file. It's listed for Blender 4.2 LTS with 5.1 and above unsupported, so on newer Blender you do it by hand with a Copy Location constraint and Bake Action.

What's the best Mixamo alternative for Blender?

For the animations, Quaternius' CC0 Universal Animation Library gives you 250+ clips you can ship and redistribute with no licence line, retargeted onto your rig with Rokoko's free plugin or Auto-Rig Pro's Remap. If you'd like the rig and the library in one add-on, the Cinevva Rig add-on rigs a mesh and retargets 260 CC0 clips onto it inside Blender, on your own machine, for one $29 purchase, on Blender 4.2 and newer. Mixamo itself is still fine for grabbing a clip or two.