
What about a hybrid approach like exporting a simplified character, auto-rigging in mixamo, then outputting just the T-pose, then retargeting/fitting my character in c4d to the Mixamo rig exactly, saving the rigged character as the new base character, then from then on just upolading the skeleton to mixamo whenever I want a new animation, reimporting it, and… not quite sure from there… would I replace the static skeleton with the animated one, and the fleshy bits would just follow since all the names are the same, or am I missing something there like the ability to just import the animation without actually reimporting the skeleton.So this is me shooting in the dark, as I havent looked at the file as it would be a while until I can. Or, would it be better to create some bones, rig it myself first, then just upload the bones to mixamo, reimport them, and retarget the bones? I’ve worked with half a dozen or so rigs, but haven’t created skeleton from scratch, so wary that might take more time than I’ve got. I know how to retarget bones, but not exactly sure how that would work in this case since there are no bones, and I have single objects that are being retargeted to entire chains of bones. What’s the shortest path here? Can I just ignore all the textures for now, drop a massive poly reduction on the whole thing, export as obj, reimport the animated version, and retarget? Since I can’t upload the character as is, but want it to render as is, I’m trying to work out the best way to upload the exact geometry to mixamo in a format it can handle, then retarget and retexture as quickly and easily as possible. The arms and legs are single meshes, so no separae objects for hand, fingers, etc. I was planning on using the auto-rigger in Mixamo.


The character at the moment is unrigged and has no bones. Ultimately, I’m trying to apply the animations to a character that has a higher poly count (900k as opposed to their limit somewhere around 200k), and a number of tattoos, uv’s for the face, etc which increase the file size… and are problematic in their own right with Mixamo.

I’ve read up as much as I can on Mixamo issues, and it seems there are now file size and poly count limits on the uploads among other limitations.
