Motion2MixamoRig Turns a Phone Video Into a Rigged 3D Animation
A new open-source pipeline takes a single-person video and spits out a Mixamo-rigged GLB you can drop straight into Blender or Unity.
- Motion2MixamoRig retargets human motion from a single-person video onto an Adobe Mixamo-rigged 3D character.
- Built on GVHMR for world-grounded motion recovery plus SMPL-X body model and Mixamo retargeting.
- Outputs skinned
.glb, per-bone rotations, skeleton.npz, and four preview videos per run. - Apache-2.0 code; around 1,000 GitHub stars already on the repo.
- Runs on CPU; first run pulls ~5 GB of weights and takes 8 to 15 minutes per 30-second clip.
- Limited to single-person clips; hand detail limited; SMPL-X assets are gated for non-commercial use by default.
Motion2MixamoRig turns phone video into rigged GLB animation
Motion2MixamoRig is an Apache-2.0 command-line pipeline that accepts a monocular video of one person and a Mixamo FBX character, recovers the person’s body motion, retargets it to the character, and exports a skinned, animated .glb. “Monocular” means the source can come from one ordinary camera, including a phone, with no depth sensor, marker suit, or capture studio.
The repository has 2 GitHub stars. Its practical contribution is packaging several research components behind a small CLI, complete with preview renders and intermediate motion files for inspection. The Apache license covers the repository’s code; SMPL-X, Mixamo assets, and downloaded model weights carry separate terms.
Gravity anchors the recovered motion
The pipeline uses GVHMR to estimate human motion from the source video. GVHMR defines a frame-by-frame coordinate system from estimated gravity and the camera’s viewing direction, giving the recovered body a consistent reference for orientation and movement through the scene. Its per-frame regression also limits the accumulated drift associated with autoregressive methods that feed each prediction into the next.
Motion2MixamoRig represents the recovered person with an SMPL-X body model, then maps those joints and rotations onto the target Mixamo skeleton. The final GLB contains a mesh bound to the rig plus its animation, while the intermediate files preserve the motion data for reuse or debugging.
Three assets, two commands
After installing the package according to the repository instructions, place these inputs in
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