Skip to content
Back to skills

Mixamo Retarget

ASecurity

(EXPERIMENTAL — extracted and syntax-checked, fixture validation pending) Retarget Mixamo (or any FBX/DAE) animations onto a custom Blender rig — including the DayZ skeleton — with fuzzy bone matching, preset mappings (mixamo_to_rigify), persistent per-pair bone maps, NLA stacking and playback. Use whenever the user wants to apply Mixamo mocap to a character, retarget an animation between skeletons, auto-map bones between two armatures, import an animation FBX onto an existing rig, or source ...

  • 16 stars
  • 0 votes
  • 1 copy
  • 13 views
  • Added October 2, 2026
ai-agentspythongogit

Works with

  • cli
  • mcp

Security analysis

A100/100

Pro scans all 4 files and shows the line behind each finding

Scanned October 2, 2026

npx -y skills add willy92wins/DayZ-Modding-Knowledge-Pack --skill mixamo-retarget --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Mixamo Retarget?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Mixamo Retarget
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/willy92wins-mixamo-retarget/badge)](https://www.skillsdirectory.com/skills/willy92wins-mixamo-retarget)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: mixamo-retarget
description: "(EXPERIMENTAL — extracted and syntax-checked, fixture validation pending) Retarget Mixamo (or any FBX/DAE) animations onto a custom Blender rig — including the DayZ skeleton — with fuzzy bone matching, preset mappings (mixamo_to_rigify), persistent per-pair bone maps, NLA stacking and playback. Use whenever the user wants to apply Mixamo mocap to a character, retarget an animation between skeletons, auto-map bones between two armatures, import an animation FBX onto an existing rig, or source motion-capture keyframes for the DayZ SEAnim pipeline (dayz-animation-pipeline Layer 2). Triggers: retarget, Mixamo, mocap a mi rig, pasar animación entre esqueletos, bone mapping, aplicar animación FBX. Runs through the existing Blender MCP (execute_blender_code) — no extra addon, no WebSocket server."
---

# Mixamo Retarget (via Blender MCP)

Retargets skeletal animations between armatures inside Blender, driven entirely through the already-connected Blender MCP. The engine is the retargeting module extracted from Dev-GOM's `blender-toolkit` (Apache-2.0; attribution below) — the valuable 700 lines, without the plugin's WebSocket server, CLI build, hooks, or second Blender addon.

**Status: EXPERIMENTAL — extracted and syntax-checked, not yet fixture-validated.** Before first production use, run the fixture at the bottom and record the result.

## What it does

- `auto_map_bones(source, target)` — fuzzy bone matching with a Mixamo alias table (works on `mixamorig:`-prefixed and bare names).
- `get_preset_bone_mapping("mixamo_to_rigify")` — known-good preset.
- `store_bone_mapping` / `load_bone_mapping` — persist a reviewed map per armature pair (scene-level), so the fuzzy pass runs once and the corrected map is reused.
- `retarget_animation(source, target, bone_map, action_name)` — bakes the retargeted action onto the target rig.
- `import_fbx` / `import_dae`, `list_armatures`, `get_bones`, `list_animations`, `play_animation`, `add_to_nla`.

## How to run it (through the Blender MCP)

The two modules in `scripts/` are plain Blender-Python. Load them once per session by exec-ing them in Blender's interpreter, in dependency order:

1. Read `scripts/bone_matching.py` and `scripts/retargeting.py` from this skill.
2. Send each through `execute_blender_code` (bone_matching first — retargeting imports `fuzzy_match_bones` from it; when exec'd into the same namespace, replace its `from bone_matching import …` line with nothing, or exec bone_matching's source first so the names already exist).
3. Then drive the workflow:

```python
# inside execute_blender_code, after both modules are loaded
import_fbx(r"C:\path\to\Walking.fbx")          # brings in the Mixamo armature + action
print(list_armatures())                          # e.g. ['Armature', 'MyDayZRig']
bm = auto_map_bones("Armature", "MyDayZRig")    # fuzzy pass — REVIEW THIS DICT
print(bm)
```

4. **Two-phase discipline (kept from the original design):** never retarget straight off the fuzzy map. Print it, review/correct it (the human or a reasoned pass), `store_bone_mapping` the corrected version, then:

```python
retarget_animation("Armature", "MyDayZRig", bone_map=bm, action_name="Walking_retarget")
play_animation("MyDayZRig", "Walking_retarget")
```

`references/bone-mapping-guide.md` (653 lines, from the original project) covers alias logic, naming conventions, and fixing bad matches — read it when the fuzzy map comes back with gaps.

## Rest-pose caveat (the classic failure)

Mixamo rigs are T-pose; many targets (including game rigs) are A-pose or custom. A retarget across mismatched rest poses bakes a permanent offset into every frame. Align rest poses first (apply rotation on the Mixamo armature; or pose-match the target's rest to the source) before judging the result. Symptom: arms floating ~45° off on every frame.

## DayZ integration note

For LFPG work, the output of a retarget onto the DayZ skeleton is **source keyframes**, not a game-ready animation: it feeds `dayz-animation-pipeline` Layer 2 (Blender keyframes → SEAnim → DayZATool → `.anm`), and the player/creature anim-graph wall still applies (one animation mod per server). Use it to harvest mocap for creatures, poses, and reference motion — not as a shortcut around the pipeline.

## Fixture before first real use (AGENTS-R26)

Positive: import any Mixamo FBX, retarget onto a copy of its own armature with the identity map — the result must visually match the original (render 3 frames via `blender-visual-review`). Negative: retarget with an empty bone map must raise/return an error, not silently produce a frozen action. Record both outcomes; only then drop the EXPERIMENTAL label.

## Attribution

Retargeting engine: `retargeting.py` + `bone_matching.py` from [Dev-GOM/claude-code-marketplace](https://github.com/Dev-GOM/claude-code-marketplace) `plugins/blender-toolkit`, Apache License 2.0. Modified: relative imports flattened, logger replaced with stdlib logging. The original project additionally offers a WebSocket CLI control plane and UI confirmation panel not included here.

## Assets

This skill redistributes **no** Mixamo or Adobe mocap, FBX, or character assets — only the retargeting workflow. Download Mixamo clips yourself; they stay on your machine and are not part of this pack.

Files in this skill

  • SKILL.md5.2 KB
  • references/bone-mapping-guide.md15.6 KB
  • scripts/bone_matching.py7.8 KB
  • scripts/retargeting.py17 KB

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.