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Convert Mixamo rig bone names (as imported to Blender via FBX) to standard Blender bone names.
This is especially use if your mesh uses the 'mirror' modifier.
1 - Backup your Blend.
2 - In action editor disconnect any animation connected to the rig.
3 - Paste the script in a text window and select "run script".
4 - Notice that all bone names are…
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# IMPORTANT: make sure no animation is assigned | |
# to the rig before you run this script, | |
# otherwise linked animation data will be corrupted. | |
import bpy | |
# ---------------------------------- | |
# Mixamo left/right bone names start with 'Left'/'Right' | |
# Instead we apply Blender's standard .L/.R suffix | |
# and get rid of long suffix | |
# ---------------------------------- | |
def makeStandardBoneName(x): | |
x = x[10:] | |
if 'Left' in x: | |
x = x[4:]+".L" | |
if 'Right' in x: | |
x = x[5:]+".R" | |
return x | |
# ---------------------------------- | |
# Standardize bone names. | |
# ---------------------------------- | |
for armature in bpy.data.armatures: | |
for bone in armature.bones: | |
n = bone.name | |
if 'mixamorig:' in n: | |
bone.name = makeStandardBoneName(n) | |
# ---------------------------------- | |
# Convert animation channel names | |
# ---------------------------------- | |
for action in bpy.data.actions: | |
for curve in action.fcurves: | |
p = curve.data_path | |
if 'mixamorig:' in p: | |
e = p.split("\"") | |
x = makeStandardBoneName(e[1]) | |
curve.data_path = e[0]+"\""+x+"\""+e[2] |
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