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        <title>UNAmedia Docs ue5-mixamo</title>
        <description></description>
        <link>https://docs.unamedia.com/</link>
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       <dc:date>2026-04-10T12:10:32+00:00</dc:date>
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    <item rdf:about="https://docs.unamedia.com/ue5-mixamo/advanced-locomotion-system?rev=1659086722&amp;do=diff">
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        <dc:date>2022-07-29T11:25:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Mixamo with Advanced Locomotion System</title>
        <link>https://docs.unamedia.com/ue5-mixamo/advanced-locomotion-system?rev=1659086722&amp;do=diff</link>
        <description>Mixamo with Advanced Locomotion System

The plugin is compatible with the ALS plugin, as the ALS characters have the same skeletal hierarchy as the UE4 mannequin.

Simply pick the ALS_Mannequin_Skeleton asset when selecting the retarget source.
[Retargeting to the ALS Mannequin]

See our</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2022-08-20T12:09:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Suggested Mixamo character for animations</title>
        <link>https://docs.unamedia.com/ue5-mixamo/best-mixamo-character-for-animations?rev=1660990196&amp;do=diff</link>
        <description>Suggested Mixamo character for animations

To get optimal results, a well skinned, posed and sized Mixamo character is required. If you need Mixamo animations for your MetaHuman or UE4/UE5-compatible character, we suggest to select the Mixamo character named</description>
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    <item rdf:about="https://docs.unamedia.com/ue5-mixamo/changelog?rev=1765374396&amp;do=diff">
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        <dc:date>2025-12-10T14:46:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Changelog</title>
        <link>https://docs.unamedia.com/ue5-mixamo/changelog?rev=1765374396&amp;do=diff</link>
        <description>Changelog

v2.3.1

Added support for UE5.7.

v2.3.0

Added support for UE5.6.

New features:

	*  Improved support for MetaHumans including the new MetaHuman Creator plugin.
	*  Added support for IK bones to streamline the integration of Mixamo assets with UE Mannequin based IK setups such as the updated Third Person template provided with UE 5.6.</description>
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    <item rdf:about="https://docs.unamedia.com/ue5-mixamo/character-creator?rev=1663409882&amp;do=diff">
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        <dc:date>2022-09-17T12:18:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Character Creator</title>
        <link>https://docs.unamedia.com/ue5-mixamo/character-creator?rev=1663409882&amp;do=diff</link>
        <description>Character Creator

In this video, user alerender shows how to use the Mixamo Animation Retargeting 2 plugin with a skeletal mesh created with Character Creator 3. Video in Spanish.</description>
    </item>
    <item rdf:about="https://docs.unamedia.com/ue5-mixamo/editing-animations-with-control-rig?rev=1775667139&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-04-08T18:52:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Editing Animations with a Control Rig</title>
        <link>https://docs.unamedia.com/ue5-mixamo/editing-animations-with-control-rig?rev=1775667139&amp;do=diff</link>
        <description>Editing Animations with a Control Rig

This is a guide for editing Mixamo animations using the Control Rig included with the plugin from v2.3.3 for Unreal Editor 5.5 onwards.
[ The Mixamo Control Rig asset in the Plugin content folder]

This can be a useful tool for adjusting animations both before and after retargeting, for example; fixing animation issues, or adjusting an animation to better fit the character or situation. The control rig can also be used to create animations from scratch such…</description>
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        <dc:date>2022-11-18T18:54:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Fixing Character Rotation Issues</title>
        <link>https://docs.unamedia.com/ue5-mixamo/fixing-character-rotation?rev=1668794062&amp;do=diff</link>
        <description>Fixing Character Rotation Issues

Sometimes you might run into issues with the character rotation while retargeting.
[ Example of the rotation issue ]

This is a result of the character model facing forward along the wrong axis. Unreal convention (and the setup used for Mannequin and MetaHuman characters) is to have the character facing forward along the +Y axis.</description>
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        <dc:date>2022-07-20T14:34:51+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Known Issues</title>
        <link>https://docs.unamedia.com/ue5-mixamo/known-issues?rev=1658320491&amp;do=diff</link>
        <description>Known Issues

Missing Mixamo Head Animations

In our testing we have occasionally encountered a bug on the Mixamo site where the head animation on some Mixamo characters is missing. This only seems to be an issue with the characters provided by Mixamo and not custom character meshes rigged through Mixamo.
It’s worth testing with a few animations with obvious head movement (e.g. the Looking Around animations) before downloading.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2023-07-15T16:27:06+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Using MetaHuman Characters in the Sequencer</title>
        <link>https://docs.unamedia.com/ue5-mixamo/metahuman-sequencer?rev=1689431226&amp;do=diff</link>
        <description>Using MetaHuman Characters in the Sequencer

This is a quick guide for getting started with using MetaHuman characters in the sequencer.

First you will need to have imported a MetaHuman character and used the plugin to retarget some Mixamo animations for it. For more information on this process check out our</description>
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        <dc:date>2022-07-20T15:47:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Missing Mixamo Head Animations</title>
        <link>https://docs.unamedia.com/ue5-mixamo/missing-head-animation?rev=1658324849&amp;do=diff</link>
        <description>Missing Mixamo Head Animations

In our testing we have occasionally encountered a bug on the Mixamo site where the head animation on some Mixamo characters is missing. This only seems to be an issue with the characters provided by Mixamo and not custom character meshes rigged through Mixamo.
It’s worth testing with a few animations with obvious head movement (e.g. the Looking Around animations) before downloading.</description>
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        <dc:date>2026-01-07T13:44:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Missing MetaHuman Skeletal Mesh</title>
        <link>https://docs.unamedia.com/ue5-mixamo/missing-metahuman-skeletal-mesh?rev=1767789860&amp;do=diff</link>
        <description>Missing MetaHuman Skeletal Mesh

Note: As of plugin v2.3.0 for UE5.6, this is no longer an issue as a common metahuman skeletal mesh is now included in the plugin content.

This is an occasional bug we have run into where the downloaded MetaHuman character assets are missing the common skeletal mesh required by the plugin</description>
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        <dc:date>2026-04-08T12:40:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Mixamo Animation Control Rig</title>
        <link>https://docs.unamedia.com/ue5-mixamo/mixamo-control-rig?rev=1775644800&amp;do=diff</link>
        <description>Mixamo Animation Control Rig

This is a guide to the Mixamo Control Rig asset for Unreal Editor v5.5 onwards, included with the plugin as of v2.3.3.



Overview

This Control Rig replicates a lot of the same functionality and controls found in the CR_Mannequin_Body rig included in the Third Person Template and should be immediately familiar to anyone who has used that rig before.</description>
    </item>
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        <dc:date>2022-08-03T17:18:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Paragon Character Compatibility</title>
        <link>https://docs.unamedia.com/ue5-mixamo/paragon-characters-animations?rev=1659539913&amp;do=diff</link>
        <description>Paragon Character Compatibility

Retargeting of Paragon characters is not officially supported by the plugin.

However, as the Paragon character skeletons have a similar hierarchy to the UE5 mannequin, they are detected by the plugin as a valid retarget source.</description>
    </item>
    <item rdf:about="https://docs.unamedia.com/ue5-mixamo/plask?rev=1663410025&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2022-09-17T12:20:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Plask</title>
        <link>https://docs.unamedia.com/ue5-mixamo/plask?rev=1663410025&amp;do=diff</link>
        <description>Plask

In this video, user alerender shows how to use the Mixamo Animation Retargeting 2 plugin with Plask, a web-based mocap tool using your webcam to capture custom animations. Video in Spanish.</description>
    </item>
    <item rdf:about="https://docs.unamedia.com/ue5-mixamo/retargeting-large-characters?rev=1658745387&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2022-07-25T12:36:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Retargeting Large Characters</title>
        <link>https://docs.unamedia.com/ue5-mixamo/retargeting-large-characters?rev=1658745387&amp;do=diff</link>
        <description>Retargeting Large Characters

When retargeting large characters, you might find the pose is deformed when the Retarget IK setting is enabled.
[Pose issue when retargeting with large characters]

This is a result of the way the Full Body IK solver works and can easily be fixed.

First, if you don't intend for your character to be so large, then the best option is to check the import/export settings of the model to fix the scale.</description>
    </item>
    <item rdf:about="https://docs.unamedia.com/ue5-mixamo/rokoko?rev=1688724630&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2023-07-07T12:10:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Rokoko</title>
        <link>https://docs.unamedia.com/ue5-mixamo/rokoko?rev=1688724630&amp;do=diff</link>
        <description>Rokoko

A few users successfully reported to being able to use the plugin with Rokoko mocap animations. Below a few references.

User review

Review by robahj on July 12, 2022 11:05 AM:

	&quot; saving me hours of time
 [...]
 I use a rokoko mocap system and posing characters manually through rotation (especially to retarget accurate finger data) was taking up DAYS worth of time. that's if I got lucky and the retarget pose editor didn't bug out on me.</description>
    </item>
    <item rdf:about="https://docs.unamedia.com/ue5-mixamo/start?rev=1775644885&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-04-08T12:41:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Mixamo Animation Retargeting v2 for UE5</title>
        <link>https://docs.unamedia.com/ue5-mixamo/start?rev=1775644885&amp;do=diff</link>
        <description>Mixamo Animation Retargeting v2 for UE5

Links:

	*  Marketplace: &lt;https://www.unrealengine.com/marketplace/mixamo-animation-retargeting-2&gt;
	*  Documentation: &lt;https://www.unamedia.com/ue5-mixamo/docs/&gt;
	*  Support:
		*  Discord: &lt;https://discord.gg/PuAyhDctHp&gt;
		*  E-mail: &lt;https://www.unamedia.com/#contact&gt;


&lt;https://discord.gg/PuAyhDctHp&gt;

User Manual

Home: &lt;https://www.unamedia.com/ue5-mixamo/docs/&gt;

	*  Getting Started - How to use the Mixamo Animation Retargeting plugin
	*  Retarget a Mi…</description>
    </item>
    <item rdf:about="https://docs.unamedia.com/ue5-mixamo/third-person-template?rev=1765368577&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-12-10T13:09:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Working with the Third Person Template</title>
        <link>https://docs.unamedia.com/ue5-mixamo/third-person-template?rev=1765368577&amp;do=diff</link>
        <description>Working with the Third Person Template

In this section we'll cover how to use retargeted Mixamo characters and animtions with the Third Person Template.

We will assume you have created a project from the third person template, or have added the third person content pack to an existing project.</description>
    </item>
    <item rdf:about="https://docs.unamedia.com/ue5-mixamo/ue5-mannequin-shoulder-popping?rev=1670240022&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2022-12-05T12:33:42+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Shoulder &quot;Popping&quot; on the UE5 Mannequin</title>
        <link>https://docs.unamedia.com/ue5-mixamo/ue5-mannequin-shoulder-popping?rev=1670240022&amp;do=diff</link>
        <description>Shoulder &quot;Popping&quot; on the UE5 Mannequin

In certain positions, the shoulders of the UE5 mannequin can look like they are dislocated.

This is a result of the post process animation blueprint and the extra bones designed to maintain volume around the character joints.</description>
    </item>
    <item rdf:about="https://docs.unamedia.com/ue5-mixamo/ue5-runtime-retargeting?rev=1764941455&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-12-05T14:30:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>UE5 Runtime Retargeting</title>
        <link>https://docs.unamedia.com/ue5-mixamo/ue5-runtime-retargeting?rev=1764941455&amp;do=diff</link>
        <description>UE5 Runtime Retargeting

The UE5 Retargeting system can be used at runtime to retarget animations in real-time during gameplay. Using this with the retargeting assets generated by the plugin is the quickest way to get Mixamo characters working with existing animation systems such as the Third Person Project template and the ALS plugin.</description>
    </item>
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