Using Mixamo Animations
Export your avatar model from rooomAvatars and apply Mixamo animations in Unity or other 3D applications.
By the end of this tutorial, you have a Mixamo animation applied to your rooomAvatars character inside 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. This means any animation from Mixamo works with your 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.
Step 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:
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.
Step 2: Find an animation on Mixamo
- Go to mixamo.com and sign in with your Adobe credentials.
- Browse or search for an animation.
- Preview it — all Mixamo animations share the same humanoid skeleton, so any clip will work with your avatar.
Step 3: Download the animation
Click Download and set the following options:
| Setting | Value |
|---|---|
| Format | FBX for Unity |
| Skin | With Skin |
| Frames per Second | 30 |
| Keyframe Reduction | None |
Click 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.
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.
Step 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.
Step 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.
See Unity Animator documentation for details on state machine setup.
- Press Play — your avatar should now play the Mixamo animation.