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@naelstrof
Forked from eelstork/mixamoToBlenderBoneNames.py
Created September 7, 2018 20:57
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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…
# 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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