Ways to Combine Mixamo Animation in Blender 4.0

In today’s world, the scope of producing a 3D animation is immense, and it involves various experts who are working on Modelling, Lighting, Texturing, Rigging, and Animations to produce animated shorts for Games and Films.

The golden sunrise of technological advancements has put forward several software and browser applications that relighted lost hopes of solitarily creating 3d animation content with satisfaction.

One such sensation is Adobe’s Mixamo, which enables you to upload a mesh that is automatically supplied and animated from a vault of motion-capture animations. It provides free services and from a browser.

Moreover, it saves time and workS for any animated filmmaker. Gratefully, Blender’s NLA editing system allows blending clips and you can also edit them.

Ways to Combine Mixamo Animation in Blender 4.0

Thus, provides an exceptional way to mix animations with the option of adding personal flair to them.

In this article, you will find several ways to use the Non-Linear Animation editor in Blender 4.0 to help bash animations from Adobe Mixamo.

Accumulating Animations from Mixamo

It is quite simple to download a clip from Mixamo, you just need to do the import function from within Blender after you have chosen exported format in local drives.

Such as you can use Mixamo’s default format and import FBX files.

How to use the NLA Editor?

  • By clicking the View icon, you can have access to the NLA editor and can see this interface.
  • Here the orange bar symbolizes the keyframes of the Armature that you have imported.
  • You can modify these keyframes into Actions by pushing them down with a mouse cursor.
  • However, by redoing these actions for each imported armature, you can build a pool of actions.
  • So, after importing all Mixamo downloads into Blender save them as actions and you can remove all the armatures except one.
  • Providing that you can add them to one fbx armature that you imported this one armature has animations of others as well.
  • Then you can add tracks to your working armature which allows you to better position clips.
    For example, at the same time, you can have 2 actions staying in two different tracks, which may overlap after they transition into each other.
  • To resolve the issue in importing mocap data, the NLA editor comes into play.
  • To expose the keyframes, you need to click the TAB on an action strip.
  • You can also use graph editor for this. For adjusting, you can choose the bone in the rig after entering pose mode on your armature, such as selecting Hip Bone, if you do any transformation in Hip Bone, it affects all others.

Read more: How To Save A Rendered Image In Blender?

Graph editor

  • On the graph editor, the vertical numbers represent the value allocated to the keyframes at a particular time.
  • The z location channel’s graph is a theatrical nail in value time and expresses the character’s movement forward.
  • Now you know how to edit keyframes, you can separate the Z location channel by just utilizing shift + h.
  • By picking all keys with a, you can now drove them up.
  • Your character begins to move from the 3D cursor to the proper position.
  • You can raise the blend in value above the default 0 when you found frames having clips transition.
  • With the help of action strip edit mode in the editor.


Now your character starts running and taking the first step from standing position, as the previous clip enters to the next.

And through this procedure, you can turn contrasting movements accumulated from Mixamo into a runny and new movement for your scenes.

Read more: How To Unjoin Objects In Blender?

Leave a Comment