Mixamo hands you a skinned FBX with a plain deform skeleton — no IK, no controllers. Adjusting a downloaded animation normally means keying the raw bones, or building a control rig and constraining it to the skeleton yourself before you can touch a single foot contact. Mixamo Rig generates that control rig in one operation and bakes animation in both directions, so you edit on controllers and export the skeleton.
What It Does
- Builds an IK control rig from an imported Mixamo FBX skeleton in one click
- Bakes an existing Mixamo animation up onto the control rig, so you can edit the motion on controllers rather than deform bones
- Bakes back down from the control rig to the skeleton when you are ready to export
- Scales the controllers to the character, with mesh filtering so the sizing is not thrown off by stray objects
- Fits the torso controller shape to the body instead of dropping a generic shape on it
How You Use It
Import the FBX from Mixamo, select the armature, and create the control rig. Bake the animation in, correct it on the controllers, then bake out before exporting. The round trip is the point — the skeleton that leaves Blender is the one your engine expects.
Good To Know
- Free and open source under GPL-3.0-or-later, by tyler.tofu — source and issue tracker on GitHub
- Version 1.2.2, Blender 4.2 LTS and newer, 175 KB
- 68,900+ downloads on Blender Extensions, rated 5.0 from 6 reviews — the most downloaded rigging add-on in its category
- Marked unsupported on Blender 5.5 and above. Every version back to 1.1.7 carries that ceiling, so upgrading past it is a decision to make before building a shot around this
- This is a third-party continuation of the official Mixamo add-on, which is no longer supported. The control-rig errors people hit with the old one on modern Blender are what this exists to fix
- It is built around the Mixamo skeleton specifically — this is not a general-purpose rigging tool for arbitrary armatures
Where It Fits
If Mixamo is your animation source and you need to fix foot sliding, adjust contacts or retime a clip, this removes the whole setup stage — useful for game blockouts, previz and indie work where the library clip is nearly right. If you are rigging an original character from scratch, Rigify is the tool for that. And if you are on Blender 5.5 or heading there, check the compatibility line first.