# Mixamo \> Blender \> Babylon workflow - unable to remove T-pose from animations

**URL:** <https://forum.babylonjs.com/t/mixamo-blender-babylon-workflow-unable-to-remove-t-pose-from-animations/35680>\
**Category:** Questions\
**Tags:** blender, animation, skeleton, mixamo\
**Created:** [November 14, 2022, 3:29pm UTC](https://forum.babylonjs.com/t/mixamo-blender-babylon-workflow-unable-to-remove-t-pose-from-animations/35680 "2022-11-14T15:29:51Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Chrisor9](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/chrisor9/32/16260_2.png) [@Chrisor9](https://forum.babylonjs.com/u/Chrisor9)\
**Post date:** [November 14, 2022, 3:29pm UTC](https://forum.babylonjs.com/t/mixamo-blender-babylon-workflow-unable-to-remove-t-pose-from-animations/35680/1 "2022-11-14T15:29:51Z")

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Hi All,

Im trying to do something that im sure has been done thousands of times: take multiple animations from mixamo (idle, walk & run), put them into blender, and then use them in babylon blended together with weights.

I have followed the tutorial [here](https://doc.babylonjs.com/features/featuresDeepDive/Exporters/Mixamo_to_Babylon) as well as numerous youtube videos, and even got it mostly working, but on redoing it im getting a persistant issue: every animation is blended with the original T-pose of the model, giving it this weird slenderman stretchy arm effect:

 ![image](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/3X/3/5/35cb34ca08d7d7d1468e2caa1b3890a53cba1af7.jpeg)

here is a playground showing the issue (animation will autoplay or can be viewed in inspector):

> **[Babylon.js Playground](https://playground.babylonjs.com/#BCU1XR%235967)**
>
> Babylon.js playground is a live editor for Babylon.js WebGL 3D scenes

I am exporting the skeleton and mesh from the .babylon file and pasting and using Mesh.Parse() / Skeleton.Parse() rather then importing the babylon file itself.

The issue is that when viewed in Blender, and even in the Babylon Sandbox (dragging the babylon file in), the t-pose blending isnt visible:

 ![image](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/3X/6/c/6c2cb86540657cddd6d3bfdfb47b15af35292eb2.jpeg)

A lot of this issue seems to be in the Blender side, as there are the “NLA” animation formats (NLA - a blender concept where animations are treated as clips that can have effects on them and be stacked etc, instead of just a series of keyframes, so they can be composed easier) that have an effect on the final babylon output (some youtube tutorials use these and it actually created a better result for me…) BUT these NLA clips are obviously not exported - it seems that something in the pipeline is effecting the matrices of the animations, so morphing the animation poses to always have the t-pose somehow contained.

Thius is what my Blender scene looks like following the above tutorial:

 ![image](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/3X/f/6/f6571ffa4084c839d25b16663a3ae01cfec6b6b3.jpeg)

Does anyone have any suggestions of a complete walkthrough that avoids these issues, or things to look out for?

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<div class="post-metadata">

**Author:** ![sebavan](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/sebavan/32/57_2.png) [@sebavan](https://forum.babylonjs.com/u/sebavan)\
**Post date:** [November 14, 2022, 10:54pm UTC](https://forum.babylonjs.com/t/mixamo-blender-babylon-workflow-unable-to-remove-t-pose-from-animations/35680/2 "2022-11-14T22:54:50Z")

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Maybe @thomlucc or @PirateJC can help with this

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<div class="post-metadata">

**Author:** ![Chrisor9](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/chrisor9/32/16260_2.png) [@Chrisor9](https://forum.babylonjs.com/u/Chrisor9)\
**Post date:** [November 15, 2022, 1:46pm UTC](https://forum.babylonjs.com/t/mixamo-blender-babylon-workflow-unable-to-remove-t-pose-from-animations/35680/4 "2022-11-15T13:46:22Z")

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Ok, I have found the issue, it was because there was a slightly different version of the mesh, and this had its own transform that was blending with what the skeleton was doing. It seems that Blender’s NLA/animation frames etc dont really have an effect and there are multiple setups that will do the same thing… false alarm!
