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Mixamo bone names, with the UE5 Manny and Godot names side by side

By the Cosindra team · Updated October 31, 2026

Every Mixamo bone name starts with mixamorig:: Hips, Spine, Spine1, Spine2, Neck and Head down the middle, then on each side Shoulder, Arm, ForeArm, Hand, UpLeg, Leg, Foot and ToeBase, and three joints per finger, such as LeftHandIndex1 to LeftHandIndex3. The tables below put each one next to the UE5 Manny bone and the Godot humanoid bone it corresponds to. The short version: the limbs line up one to one, but Manny has five spine bones, two neck bones, twist bones and finger metacarpals that Mixamo does not, so the skeletons are not interchangeable.

The pairs are the ones our own converter and our free skeleton checker use, so they are the same names every rigging page on this site uses. We build RigMaster, which appears below as one way to move a character between these skeletons, so weigh what we say about it with that in mind.

How the three skeletons differ

MixamoUE5 MannyGodot humanoid
Name stylemixamorig:LeftForeArmlowerarm_lLeftLowerArm
Top boneHipsroot, with pelvis under itHips in our converted files
Spine bones3: Spine, Spine1, Spine25: spine_01 to spine_053: Spine, Chest, UpperChest
Neck bones12: neck_01, neck_021
Twist bonesNoneTwo per upper arm, forearm, thigh and calfNone
Finger metacarpalsNoneIndex to pinky; the thumb has noneThe thumb only (ThumbMetacarpal)
IK and helper bonesNoneik_foot_*, ik_hand_*, interaction, center_of_massNone
Bones in totalVaries by download89Varies by file

Spine, neck and head

MixamoUE5 MannyGodot humanoid
mixamorig:HipspelvisHips
mixamorig:Spinespine_01Spine
mixamorig:Spine1spine_03Chest
mixamorig:Spine2spine_05UpperChest
mixamorig:Neckneck_01Neck
mixamorig:HeadheadHead

Arms and hands

Left side shown. The right side swaps Left for Right in the Mixamo and Godot names and _l for _r in the Manny names.

MixamoUE5 MannyGodot humanoid
mixamorig:LeftShoulderclavicle_lLeftShoulder
mixamorig:LeftArmupperarm_lLeftUpperArm
mixamorig:LeftForeArmlowerarm_lLeftLowerArm
mixamorig:LeftHandhand_lLeftHand

Fingers

Left hand shown. Mixamo numbers each finger's joints 1 to 3; Manny uses _01 to _03; Godot calls them Proximal, Intermediate and Distal, and names the pinky Little. Godot's thumb starts at ThumbMetacarpal, which is the bone Manny calls thumb_01.

MixamoUE5 MannyGodot humanoid
mixamorig:LeftHandThumb1thumb_01_lLeftThumbMetacarpal
mixamorig:LeftHandThumb2thumb_02_lLeftThumbProximal
mixamorig:LeftHandThumb3thumb_03_lLeftThumbDistal
mixamorig:LeftHandIndex1index_01_lLeftIndexProximal
mixamorig:LeftHandIndex2index_02_lLeftIndexIntermediate
mixamorig:LeftHandIndex3index_03_lLeftIndexDistal
mixamorig:LeftHandMiddle1middle_01_lLeftMiddleProximal
mixamorig:LeftHandMiddle2middle_02_lLeftMiddleIntermediate
mixamorig:LeftHandMiddle3middle_03_lLeftMiddleDistal
mixamorig:LeftHandRing1ring_01_lLeftRingProximal
mixamorig:LeftHandRing2ring_02_lLeftRingIntermediate
mixamorig:LeftHandRing3ring_03_lLeftRingDistal
mixamorig:LeftHandPinky1pinky_01_lLeftLittleProximal
mixamorig:LeftHandPinky2pinky_02_lLeftLittleIntermediate
mixamorig:LeftHandPinky3pinky_03_lLeftLittleDistal

Legs and feet

Left side shown; the right side follows the same rule as the arms.

MixamoUE5 MannyGodot humanoid
mixamorig:LeftUpLegthigh_lLeftUpperLeg
mixamorig:LeftLegcalf_lLeftLowerLeg
mixamorig:LeftFootfoot_lLeftFoot
mixamorig:LeftToeBaseball_lLeftToes

Manny bones with no Mixamo or Godot match

37 of Manny's 89 bones have no bone of their own in either naming. When our converter turns a Manny rig into a Mixamo-named or Godot-named file, it hands each one's skin weights to the bone listed here, so no vertex loses its weights.

  • spine_02 and spine_04 fold into spine_01 and spine_03, and neck_02 into neck_01.
  • The twist bones (upperarm_twist_01 and _02, lowerarm_twist_01 and _02, thigh_twist_01 and _02, calf_twist_01 and _02 on each side) fold into their limb bone.
  • The index, middle, ring and pinky metacarpals fold into the hand.
  • root, the IK bones (ik_foot_root, ik_foot_l, ik_foot_r, ik_hand_root, ik_hand_gun, ik_hand_l, ik_hand_r), interaction and center_of_mass are dropped: they carry no skin.
  • Mixamo downloads often also carry end bones such as HeadTop_End and LeftToe_End, and a fourth joint on each finger (LeftHandIndex4). They mark where a chain ends and have no Manny or Godot counterpart in these tables.

Map one skeleton to another

  1. Check what a file really has first: drop the FBX or GLB into the free skeleton checker. It spots the mixamorig prefix, maps each bone onto Manny and lists what is missing, in your browser.
  2. Mixamo to UE5 Manny: renaming bones is not enough, because Manny animations also expect Manny's extra spine, neck and twist bones and its rest orientations. Retarget with an IK Rig for each skeleton and the IK Retargeter; the Mixamo to Unreal Engine 5 guide has the steps.
  3. Mixamo to Godot: Godot's importer retargets a skeleton to its humanoid profile with a BoneMap set to SkeletonProfileHumanoid. A file that already uses the Godot names above should map by name, but check the BoneMap after import; we have not yet tested that import on our own Godot files.
  4. Mixamo to Unity: Unity's Humanoid avatar is built to map common humanoid rigs, Mixamo's included. We have not yet tested its automatic mapping on our own files, so open the avatar's configuration and check each slot.
  5. No rig yet, or a rig on the wrong skeleton: RigMaster rigs a humanoid GLB to the Manny skeleton from 18 markers you place (15 credits a rig), and converts the finished rig for free to a Mixamo-named FBX or a Godot-named glTF that use exactly the names in these tables.

Frequently asked questions

What are the Mixamo bone names?

Every name starts with mixamorig:. The body is Hips, Spine, Spine1, Spine2, Neck and Head; each side has Shoulder, Arm, ForeArm and Hand (for example LeftShoulder, LeftArm, LeftForeArm, LeftHand), UpLeg, Leg, Foot and ToeBase, and fingers named LeftHandThumb1 to 3, LeftHandIndex1 to 3, and the same for Middle, Ring and Pinky. Downloads often add end bones such as HeadTop_End.

Why do my Mixamo bones show up as mixamorigHips, without the colon?

Some tools strip the colon from node names; three.js does, so mixamorig:Hips arrives as mixamorigHips. Some files also number the prefix, such as mixamorig1:Hips. It is the same skeleton; our skeleton checker accepts all three spellings.

Do Mixamo bones work on the UE5 Manny skeleton?

Not directly. The limbs correspond one to one, but Manny has five spine bones to Mixamo's three, two neck bones to one, twist bones and finger metacarpals, so Unreal treats them as different skeletons. Retarget Mixamo animations with the IK Retargeter, or put the character on the Manny skeleton itself.

Which Mixamo bone is the root?

Hips is the top bone of a Mixamo rig and carries the motion of the whole body. Manny has a separate root bone at the origin with pelvis under it, which is why most Mixamo clips have no root motion for Unreal to read.

What are the Godot humanoid bone names?

Godot's SkeletonProfileHumanoid uses names such as Hips, Spine, Chest, UpperChest, Neck, Head, LeftShoulder, LeftUpperArm, LeftLowerArm, LeftHand, LeftUpperLeg, LeftLowerLeg, LeftFoot and LeftToes, with fingers named Proximal, Intermediate and Distal (the thumb starts at ThumbMetacarpal, and the pinky is Little). The full side-by-side list is in the tables above.

Is Cosindra free, and what does RigMaster cost?

Yes, you can start free with no card. The Starter plan gives 30 credits every month, and eligible new accounts also get 50 one-time signup credits. A rig costs 15 credits and includes 5 free polish rounds, so the 80 credits of a new account's first month cover 5 rigs. Starter includes one free download, shared across products, and Apply in UE5 through the free desktop app is never download-locked. More downloads come with a paid plan (from $9.99 a month for 150 credits) or a one-time credit pack ($5 for 50 credits, $10 for 100 or $20 for 200), whose credits never expire and which opens downloads for 15 to 30 days. The face rig is a paid-plan feature.

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