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Pablo Rodriguez

Animation Setup

Blender is required for modifying Mixamo animations to remove unwanted movement and optimize them for game use. This free, open-source 3D software enables precise control over animation data.

  • Download and install Blender from the official website
  • Use default preferences for this workflow
  • Delete default scene objects (cube, light, camera) for clean workspace

For all animations, use consistent export settings:

  • Character Mesh: Set to default X Bot
  • Format: FBX
  • Frame Rate: 30 FPS
  • Keyframe Reduction: None
  • Skin: Without Skin (unchecked)

Additional attacks for varied combat:

  • Shield Attack 02: Sword and shield attack with spin
  • Shield Attack 03: Sword and shield slash with spinning slam

Enhanced two-handed combat variety:

  • Two-Handed Attack 02: Great sword casting animation (magical variation)
  • Two-Handed Attack 03: Great sword kick animation (ranged knockback)
  • Two-Handed Attack 04: Great sword jump attack (requires forward motion removal)

Melee options for close combat:

  • Bow Attack 02: Standing melee kick (knockback utility)
  • Bow Attack 03: Standing melee punch (bow strike attack)

Special abilities for firearm combat:

  • Rifle Grenade: Toss grenade animation (area damage)

Fast stealth-focused attacks:

  • Stealth Attack 02: Standing melee attack 360 high
  • Stealth Attack 03: Standing melee attack 360 low
  • Stealth Attack 04: Standing melee combo attack (multi-hit)

Spell-casting attacks for magic users:

  • Magic Attack 01: Standing one-hand magic attack 03
  • Magic Attack 02: Standing two-hand magic attack 01
  • Magic Attack 03: Standing one-hand magic attack 01
  • Backflip: For jump attack rewards and aerial maneuvers
  • Death Animation: Dying animation for character defeat states
  1. File > Import > FBX: Import downloaded animation
  2. Timeline Setup: Drag timeline window larger for better visibility
  3. Graph Editor: Change view from Dopesheet to Graph Editor

Remove unwanted forward motion from animations:

// Blender process for removing forward movement
1. Expand hip bone in Graph Editor
2. Select Z Location keyframes
3. Move timeline to frame 0 (start position)
4. Delete Z Location keyframes
5. Play animation to verify movement removed

Set proper animation length:

  1. Use double-right arrow to find last animation frame
  2. Note the final frame number
  3. Set End Frame in timeline to match final frame
  4. This prevents extra empty frames in exported animation

Apply current rotation to prevent import issues:

  1. Layout Tab: Switch to Layout view
  2. Deselect All: Click empty space in viewport
  3. Select Skeleton: Click skeleton object
  4. Apply Rotation: Ctrl+A > Rotation
  5. This prevents rotation problems in Unreal Engine

Configure export for Unreal Engine compatibility:

  • Selected Objects: Checked
  • Forward: -Y Forward
  • Up: Z Up
  • Geometry: Default settings
  • Armature: Add Leaf Bones unchecked
  • Animation: NLA Strips and All Actions unchecked

Save settings as “Unreal Animation Export” for reuse on future animations.

  • Skeleton: Select X Bot skeleton for all animations
  • Create Animation Montages: Right-click imported animations > Create Animation Montage

Create montages for each animation to enable:

  • Precise timing control
  • Notify events for gameplay integration
  • Interrupt and blend capabilities
  • Section-based animation control

Adjust animation playback speed based on weapon type:

  • Standard Weapons: Rate scale 1.0
  • Fast Weapons (Stealth): Rate scale 1.5 for quicker attacks
  • Heavy Weapons: Rate scale 0.8 for weightier feel

The animation setup provides the foundation for varied, responsive combat mechanics across all weapon types and character actions.