# Third-party animation

**URL:** https://forum.castle-engine.io/t/third-party-animation/2033
**Category:** 3D
**Created:** [October 13, 2025, 11:06am UTC](https://forum.castle-engine.io/t/third-party-animation/2033 "2025-10-13T11:06:37Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![Maksim2025](https://forum.castle-engine.io/letter_avatar_proxy/v4/letter/m/ea666f/32.png) [@Maksim2025](https://forum.castle-engine.io/u/Maksim2025)
#### Post date: [October 13, 2025, 11:06am UTC](https://forum.castle-engine.io/t/third-party-animation/2033/1 "2025-10-13T11:06:37Z")

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Hello. How can I add animation from the Mixamo to the character in the engine itself? I downloaded some animations for the character, I need to upload them through the engine. Is there anything similar to Unity’s Mecanim in this engine?

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### Author: ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)
#### Post date: [October 13, 2025, 11:16am UTC](https://forum.castle-engine.io/t/third-party-animation/2033/2 "2025-10-13T11:16:28Z")

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Hello!

> [@Maksim2025](#):
>
> Is there anything similar to Unity’s Mecanim in this engine?

Let me answer this first 🙂 In short: no, we don’t have Mecanim, but you can build a functionality similar to Mecanim on top of CGE API.

Details: In Castle Game Engine we support playing named animations through `TCastleScene.PlayAnimation` with a possible “transition” (cross-fade) with a previous animation. See [Writing code to modify scenes and transformations - “8. Playing animation” section](https://castle-engine.io/viewport_and_scenes_from_code#_playing_animation).

So while we don’t have a Mecanim (visual way to arrange animations’ transitions in a graph, and expose simple parameters to control the state of this graph from C#), you can implement something similar in your own code “on top” of CGE `PlayAnimation`. You could implement a method like `ChangeCharacterState(...)` that calls `CharacterScene.PlayAnimation(...)` based on the desired state (and based on the currently playing animation, which is in the `CharacterScene.CurrentAnimation`).

> [@Maksim2025](#):
>
> Hello. How can I add animation from the Mixamo to the character in the engine itself?

I don’t have a ready answer for this, but I know that others used Mixamo animations with CGE.

For what I know, in the simplest case, you can just do this in [Blender](https://castle-engine.io/blender) and export the glTF file with new animations to be used by CGE.

Sorry I don’t have a better answer for this now myself, maybe others can help. Feel free to ping for a better answer here, if the above doesn’t help 🙂
