Using Mixamo Animations
Export your avatar model from rooomAvatars and apply Mixamo animations in Unity or other 3D applications.
By the end, you have a Mixamo animation clip assigned to an exported rooomAvatars character in a Unity project.
Prerequisites
- A rooomAvatars API token — see Authentication
- A free Adobe account for Mixamo
- Unity installed (this tutorial uses the Unity integration path)
How it works
rooomAvatars models use a Mixamo-compatible full-body skeletal rig. Mixamo animations can be applied to the exported avatar without re-rigging.
Export the model without baked animations (the default) to keep the file size small, then load animations separately in your engine.
Steps
1. Export your avatar model
When the user saves an avatar in the configurator, the rooom-avatars-completed message includes a modelUrl field. Download the .glb model from that URL:
# MODEL_URL is the full modelUrl from the completion message or API response.
curl -o avatar.glb "MODEL_URL"Replace MODEL_URL with the full URL from the rooom-avatars-completed message payload or from the POST /avatar response. See Endpoints for details.
TIP
You can also call GET /model/:id.glb?animations=none explicitly to confirm that no animations are baked into the download, keeping the file lightweight.
2. Find an animation on Mixamo
- Go to mixamo.com and sign in with your Adobe credentials.
- Browse or search for an animation.
- Preview the animation on the Mixamo character.
3. Download the animation
Open Download and set these options:
| Setting | Value |
|---|---|
| Format | FBX for Unity |
| Skin | With Skin |
| Frames per Second | 30 |
| Keyframe Reduction | None |
Select Download to save the .fbx file.
INFO
The "With Skin" option bundles a placeholder mesh alongside the skeleton. Unity reads this to infer the rig structure. You remove the mesh in a later step.
4. Import into Unity
- Copy the downloaded
.fbxfile into your Unity project'sAssetsfolder. - Select the file in the Project panel.
- In the Inspector, open the Rig tab.
- Set Animation Type to Humanoid.
- Click Apply.
5. Extract the animation clip
The FBX contains both a mesh and an animation track. Separate them so you can use the clip independently:
- Right-click the FBX file in the Project panel.
- Select Extract Animations — Unity creates a standalone
.animclip next to the FBX.
6. Add the clip to your Animator
- Open or create an Animator Controller for your avatar.
- Drag the extracted
.animclip into the Animator window. - Connect the clip to a state in the state machine.
- Press Play to run the Animator state.
See Unity Animator documentation for details on state machine setup.
Troubleshooting
- If Unity does not show the Rig tab, check that you selected the
.fbxasset and not the extracted.animclip. - If the clip does not play, verify that the Animator Controller is assigned to the avatar GameObject.
- If the pose looks distorted, confirm that the animation import uses Humanoid as the animation type.