Learn How A Lean Studio Produces A Colossal Game

By Kyle Keller

September 25, 2014 at 5:30 PM

The Repopulation, a game that has Mixamo heavily implemented into its production pipeline, is picking up enormous heaps of attention. Taking place on the fictional planet of Rhyldan, the last known human population fights for existence in the new sandbox MMORPG. The game has raised $132,000 (so far) in its crowdfunding, nearly tripling the anticipated amount of money that was requested.


With various factions and hostile, indigenous life forms inhabiting the planet, the player is able to follow any storyline that they please. While one may choose to make their protagonist a rifle-wielding train of brutality, it is also possible for the player to experience the world using diplomatic, crafting, and passive abilities.


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Made with Mixamo: Unveiling ShardLine's Identity Crisis

By Kyle Keller

September 18, 2014 at 12:03 PM

Using Unreal Engine 4 and Mixamo, ShardLine's new 3rd person action-adventure game, Identity Crisis, focuses heavily on immersing players in a narrative, story-centered experience.

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Customer Spotlight: Games for Your Brain with Mixamo Motions

By Kyle Keller

September 16, 2014 at 12:07 PM

Neuroscape Lab is one of the groups proving that there is definitely a place for games in research and education. Through clever programming, an Xbox Kinect, Mixamo's animation library, and other emerging technologies, Neuroscape Lab strives to further their neuroscience research through impressive mind games.

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Learn How to Use the Mixamo Skeleton in Unreal Engine 4

By Jeanette Mathews

September 12, 2014 at 6:43 PM

Hello again from your friendly Technical Support Manager.

I'm back with a new webinar that we just recorded this week.  For those of you that attended, we re-recorded the content offline so that we could up the quality bar (and free ourselves from nasty latency issues!)

Watch the video for the full experience.  And feel free to follow along on the Mixamo Skeleton to UE4 Workflow so you have a handy reference sheet.

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A Handy Way to Get the Bone Count You Need for Your 3D Character

By Tyler Georgeson

September 11, 2014 at 1:55 PM

Now with just a few clicks in the Auto-rigger workflow, you can get the bone count that is right for your production needs. Remember our post about optimization from June, about The Decimator? Well, we are proud to announce that the rigging optimization features we previewed are now live on Mixamo. To check out the new, handy feature, take the new and improved Auto-Rigger for a spin.

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About this blog

Mixamo's technology empowers all people to create amazing projects with 3D character art. Come here to learn how to bring your ideas to life faster in 3D.