Yesterday I spent part of the night trying to confirm that I cant reuse a Mixamo animation in Godot in some simple way. In Unity the process, though not trivial, was quite easy. I simply could not accept that Godot, after so many years in development, would not let me use an animation external to the model. After looking at the editor, I tried the most obvious way: exported a model without animations and took my Mixamo generated FBXs containing the animations. To my surprise, if you export to FBX a model without animations, Godot doesnt imports it with a corresponding AnimationPlayer node, even if it has an armature. But if you export with the BetterCollada exporter it does include the AnimationPlayer, without animations, of course. With the model imported, there was no way to force it to use the Mixamo animations. But if you open the animations, you can use the Animation tool to save the animation data, and load it in your model. I did it! I thought. Well, I didnt....