Rig Bake › Guides › Retarget Mixamo animations to any character
Retarget Mixamo animations to any character
Put Mixamo's free animation library on your AI-generated or custom character — automatic bone mapping included.
Open Rig Bake — free, in your browserNo sign-up. No upload — models stay on your machine. Works in any WebGL 2 browser.
Mixamo has thousands of free animations, but they come rigged to Mixamo's own skeleton. Rig Bake retargets those clips onto any character — a fixed-up Meshy or Tripo model, a Blender character, anything with a humanoid-ish skeleton — directly in the browser.
How to do it
- Load your character. Import your character's .glb or .fbx into rigbake.com and apply any suggested rig fixes so the skeleton is sound.
- Download Mixamo clips. On Mixamo, download the animations as FBX (with or without skin — clips-only files are smaller).
- Import & auto-map. Import the Mixamo FBX files via "Import animations". Rig Bake normalizes bone names (strips mixamorig, Bip01, Armature prefixes) and auto-maps them to your skeleton; open the mapping dialog to adjust any bone by hand and copy the mapping to all clips.
- Edit and export. Crop, rename, de-jitter or reverse the clips, then export the character with its new move set as .glb — or bake everything into spritesheets.
When auto-mapping needs help
If your character's skeleton uses unusual bone names, the side-by-side mapping dialog lets you filter and assign bones manually. Unmapped bones are skipped rather than breaking the clip, and one clip's corrected mapping can be copied to every other imported clip in one click.
Frequently asked questions
Do I need my character rigged first?
Yes — retargeting replays bone animation, so the target needs a skeleton. AI generators like Meshy and Tripo auto-rig for you; Rig Bake fixes their rigs on import.
Can I combine clips from Mixamo and other sources?
Yes — import any mix of .fbx/.glb/.gltf animation files; each clip gets its own mapping.
Does the export work in Unity/Godot/Unreal?
Yes — the retargeted clips are baked onto your character's skeleton and exported as standard .glb animations every engine reads.