This is a Blender 2.9 script for importing mixamo Models to Godot-3

Overview

Mixamo-To-Godot

This is a Blender 2.9 script for importing mixamo Models to Godot-3

The script does the following things

  1. Imports the mixamo models from the folder you specify.
  2. Adds a root motion bone to the skeleton.
  3. Renames the skeleton to godot appropriate conventions.
  4. Creates NLA tracks for each action and names each action.

How to use: Set the filepath in the script where it specifies to the folder that you want to get the animations from. Have only the animations that you want in that folder. Open blender delete eveything in the scene and then run the script from the text editor.
Make sure that all of the mixamo files were downloaded with skin otherwise the script will not work. The actions in blender are named by whatever the name of the file is in the import folder.

There are a few bugs but overall it works very well to quickly protrytpe a 3d Godot game.

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Comments
  • Model origin after scaleAll and action renaming in get_all_anims

    Model origin after scaleAll and action renaming in get_all_anims

    First off I would like to say this script really saved my bacon and reduced the time significantly it takes for me to import animations into one model. I've been manually importing mixamo animations for a few weeks now and it's a really pain and time waster to have to do it over every time I make a change to my model. Now for the reason I came here. I'm not sure why, but I had a couple issues with the script. I am using fbx files for what it's worth, so maybe this is where the discrepancy comes from.

    1. It was placing crouched animations at a different level than standing animations.
    2. I found my animation names were being overwritten making some animations appear to be the wrong one

    After some digging I solved 1. by changing the resize from 0.01 to 1. So the line is now

    bpy.ops.transform.resize(value=(1, 1, 1), orient_type='GLOBAL'

    Issue 2. I came across a stackoverflow question about renaming fcurves, and decided to give it a try.

    Old line bpy.data.actions[0].name = os.path.basename(use_string) New line bpy.data.objects[0].animation_data.action.name = os.path.basename(use_string)

    Cheers! And thanks again for sharing the code openly! I never could have written this by myself.

    opened by CodeGuru12 2
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