On the contrary, I have shared my process on how I did it and are described in my reply to you in this post and in http://discourse.urho3d.io/t/mixamo-animations-characters-free/1999/1. I will reiterate it here but in a step-by-step manner for clarity. But before I do, let me clarify/answer a couple of things:
1) As jenge himself realized, mixamo license prohibits distribution of character/animation file in editable format. And this restriction is the only reason I cannot provide model.fbx or animation.fbx files in the repository.
2) "Do models use same skeleton?" - They are not the same. While the base joint names are the same, i.e. named as "Hip", "Neck", etc., some models have different prefix added to the base, e.g. "mixamorig:Head", "swat:Head", "Mutant:Head", etc.
Mixamo character/animation port process using Maya
As I mentioned numerous times in my posts, I use Maya LT for the porting process. I will describe this process first then will describe what I discovered just using the animation mapping process in mixamo.com.
0) prerequisite: have Maya or Maya LT installed
1) goto mixamo.com and download your model.fbx (t-pose) and animation set (or single animation) in .fbx format.
2) open your model.fbx in maya, open HumanIK editor, choose Create Character Definition, map all joints of your model to the character definition until it becomes "green" lit -> save your model file (maya format) -> export as fbx format with animation box unchecked.
note1 clear any non-zero pivot rotation - the values found "jointOrientation" needs to be elevated to the parent transform, i.e. add it to the transfrom field for the same joing.
note2 even doing note1 sometimes result in wonky animation. If this happens, you'll need to reskin the model or replace the rig(skeleton) with a known working rig and re-skin.
3) for each animation that you want to port, open the animation.fbx file in maya, goto frame -1 (negative 1) and set it to t-pose (frame -1 because animations typically start at frame 0), key all your joints in frame -1, open HumanIK editor, select Create Character Definition, map all joints -> save the file (maya format).
4) open your saved maya model file,
from the file explorer drag in your saved animation file into maya,
in the HumanIK editor- character control panel, select "Character:" as your model's character, select "Source:" as the animation's character
set the key frame range of the animation
in HumanIK, choose Bake > Bake To Skeleton
delete the animation rig
save the file as model_animation or w/e
export to .fbx file format, w/ the animation box checked
5) using AssetImporter and arguments:
for model - AssetImporter model your_model.fbx output_file.mdl
for animation - AssetImporter anim your_model_animation.fbx output_animation_file.anim
note output file will contain something like "Take-00" or w/e, remove that and rename it as ouput_animfile.anim
note2 you may have to use an additional option -t to Generate tangents for models with normal bump map
Porting character/animation right out of mixamo.com
I have not done this process until just a few minutes ago, and it seemed to work.
1) goto mixamo.com -> Browse Animation -> select "Creature Pack" as an example
2) At the right of the window, it shows "19 animation in Creature Pack on X Bot" (for me at least), click on "Change Character" and select the Mutant character.
3) click on the "Add To My Assets" button, once it completes the button changes to "View/Download" -> click it
4) on the left side of the window there's a check box next to the trash can, selecting it will select your animation(s) -> click Queue Download -> pop up confirmation : .fbx, t-pose , and every other option as default
5) once the progress completes, check your animation, click download.
6) unzip your In_Progress.zip (following the creature pack/mutant example got me this file)
7) using AssetImporter and arguments:
for model - AssetImporter model Mutant.fbx output_file.mdl
for animation - AssetImporter anim mutant_idle.fbx Mutant_Idle.anim
note the output file will contain a string "mixamo.com.ani", just remove the "mixamo.com"
note2 you may have to use an additional option -t ->Generate tangents for models with normal bump map
things to do outside of assetImporter
1) you'll need to extract the textures using something like Blender. I did this once but I think it was: choose geom > material > output texture (can't remember exactly)
2) the model in Urho3D is huge - scaled by 100 from the looks of it - fix this in Blender or scale the node by 0.01f (this works properly)
3) some animations have root motion - fix it in Blender
I hope this wall of text helps.
Edit: clearing pivot rotation needs to happen in Maya step 2, not 3
Edit: added scaling info in *problems 2)
Edit: added info about additional option -t using the assetImporter for normal bump map