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Mixamo for VRChat: Rig your avatar, add Mixamo animations and upload it

Rig your avatar with fingers, set it up in Unity with the VRChat SDK, upload it, then add Mixamo dances, emotes and poses.

  • Standard Skeleton65 bones

    Every finger

  • 3 Chain Fingers49 bones

    Ring moves middle and pinky

  • 2 Chain Fingers41 bones

    One chain moves four fingers

  • No Fingers25 bones

    The hand moves as one piece

Mixamo's four Skeleton LOD options, drawn as the bones each gives a hand: a dot for each finger joint, a dashed line for a finger moved by another one's chain. The wrist is the white dot.

Mixamo is one of the most common ways to rig a VRChat avatar. It's free, it takes a few minutes, and Unity reads its skeleton as a Humanoid without any fuss. What it doesn't do is everything VRChat-specific: lip sync, eye movement, and getting animations into your in-game menu. This guide covers the whole path.

What you need

WhatDetails
A modelOne humanoid character, as FBX or OBJ, in a T-pose with the fingers spread
MixamoFree with an Adobe ID
Unity2022.3.22f1, the version VRChat uses. Don't upgrade the project to Unity 6.
VRChat Creator CompanionTo make the project and add the Avatars SDK (3.10.6 at the time of writing)
A VRChat accountAt the New User trust rank or above to upload. Visitors can only Build & Test.

1. Rig it in Mixamo, with fingers

Upload the model on mixamo.com, place the eight markers (chin, wrists, elbows, knees, groin), and in Skeleton LOD pick Standard Skeleton (65). That's the one with every finger jointed. Our step-by-step Mixamo guide covers the upload in detail.

Download it as FBX for Unity, With Skin, in a T-pose.

An anime character in a T-pose with Mixamo's eight marker spots marked: chin, wrists, elbows, knees and groinChinWristWristElbowElbowGroinKneeKnee
Mixamo's Auto-Rigger asks for eight markers on a T-pose: chin, both wrists, both elbows, both knees and the groin. Shown here on our test model, not in Mixamo itself.

2. Set it up in Unity

  1. Make a new Avatar project in the Creator Companion and open it.
  2. Drag the FBX into the Project window. In the Inspector's Rig tab, set Animation Type to Humanoid, Avatar Definition to Create From This Model, and click Apply.
  3. Click Configure. Every bone slot should be green. VRChat needs a Neck and a Chest; Mixamo's Spine, Spine1 and Spine2 usually become Spine, Chest and Upper Chest. If Unity says "Character not in T-Pose", use Pose, Enforce T-Pose.
  4. In the Materials tab, extract the textures and materials so you can edit them.

3. Add the Avatar Descriptor

Drag the model into the scene and add a VRC Avatar Descriptor component.

View Position
Move it between the eyes.
Lip Sync
Mixamo doesn't add mouth shapes. If your model has viseme blend shapes, use Viseme Blend Shape. Mixamo's skeleton has no jaw bone, so Jaw Flap Bone isn't an option.
Eye Look
Needs eye bones or blink shapes your model brings with it; a rig from Mixamo's Auto-Rigger usually has neither, so leave it off.

4. Build and upload

Open VRChat SDK, Show Control Panel, sign in, and go to Builder. Fix anything the validations list, then Build & Publish. For a PC avatar to rank Good, stay under 70,000 triangles. Quest and phones need a separate build, uploaded to the same avatar, and are far stricter: about 10,000 triangles for Good.

5. Add Mixamo dances, emotes and poses

Get the animation ready

  1. On Mixamo, with your avatar loaded, pick an animation. For a dance that wanders, tick In Place.
  2. Download FBX for Unity, Without Skin, 30 frames per second.
  3. In Unity, select the FBX. Rig tab: Humanoid, and Avatar Definition: Copy From Other Avatar, pointing at your avatar.
  4. Animation tab: tick Loop Time for anything that loops, and Bake Into Pose for the root's rotation and position so the avatar doesn't drift.
  5. Select the clip inside the FBX and press Ctrl+D to duplicate it. The copy is the one you can edit and use.

Put it in the Action layer

Emotes and dances live in the Action layer, which sits at zero weight until something raises it.

  1. Copy vrc_AvatarV3ActionLayer from Packages, com.vrchat.avatars, Samples, AV3 Demo Assets, Animation, Controllers, and assign the copy to the Descriptor's Action slot.
  2. Open it and drop your clip into one of the emote states, in place of the sample animation.
  3. Those states already raise the layer and hand the body to the animation (Playable Layer Control and Tracking Control). If you build your own state, add both.
  4. The built-in VRCEmote parameter (1 to 16) picks the emote. In an Expressions Menu, add a Button that sets VRCEmote to your emote's number.

Custom poses and AFK

A pose is just an animation one frame long, held. Make a single-keyframe clip of the pose (from a Mixamo animation's frame, or posed by hand) and play it from the Action layer like an emote. For an AFK pose, drive a state from the built-in AFK parameter.

If you'd rather not build layers, GoGo Loco (install it through the Creator Companion, with VRCFury or Modular Avatar) adds sitting, lying, poses, AFK and height adjustment in one package.

Fixes

ProblemFix
Fingers don't move in gameRe-rig with the Standard Skeleton and the fingers spread apart; check the hands in Configure
"Character not in T-Pose"Configure, Pose, Enforce T-Pose
The emote never playsThe Action layer stays at zero unless a state raises it with Playable Layer Control
The avatar slides or floats during a danceBake Into Pose for the root, or In Place on Mixamo
Arms go through the bodyRaise Character Arm-Space on Mixamo before downloading
Others see a fallback on QuestMake an Android build under the mobile limits and upload it to the same avatar

Questions

Does Mixamo map fingers for VRChat?

Yes, if you pick Standard Skeleton (65) and the fingers are apart in your mesh. Unity then maps all five fingers on each hand. The 3-chain and 2-chain options leave some finger slots empty, and No Fingers gives none. VRChat doesn't require finger bones, but without them your hand gestures won't show.

How do I import a Mixamo character into VRChat?

Download it from Mixamo as FBX for Unity, With Skin. In a Creator Companion avatar project, import the FBX, set the Rig to Humanoid, add a VRC Avatar Descriptor, set the view position, and Build & Publish from the VRChat SDK panel.

How do I add Mixamo animations to my VRChat avatar?

Download the animation Without Skin, set its Rig to Humanoid with Copy From Other Avatar, duplicate the clip, and put it in an emote state of a copy of vrc_AvatarV3ActionLayer. Add a menu button that sets VRCEmote to that emote.

How do I convert a Mixamo animation for VRChat?

There's nothing to convert. Set the animation FBX to Humanoid in Unity and it plays on any humanoid avatar, including ones not rigged by Mixamo.

How do I make custom VRChat poses with Mixamo?

Take the frame you want from a Mixamo animation as a one-frame clip and hold it in the Action layer, like an emote. GoGo Loco is a ready-made alternative for sitting, lying and AFK poses.

Can I upload a VRChat avatar made with Mixamo?

Yes. Mixamo rigs work as Humanoid avatars. You need a VRChat account at New User rank or above to upload; Visitors can test locally with Build & Test.

Is there a way to rig a model for VRChat besides Mixamo?

Yes: Blender's Rigify, AccuRIG, Auto-Rig Pro, or an AI rigger like afk.ai, which also rigs creatures. See how to rig a VRChat avatar without Mixamo.

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