Hello @Anonymous,
This was fun to look into. I previously didn't know much about Mixamo, but I have a pretty good grasp on it now.
The FBX Model/rig that it imports no longer have bones that count as bones in 3ds Max. They count as helpers. Since it's not using a specific bone system anymore, loading clips is going to be very difficult in the FBX format. There are 3 systems in 3ds Max for handling the loading of animation onto a rig. One is part of CAT, one is part of Biped, and one is part of regular bones systems. (And that last one is picky and sort of a pain sometimes.)
Adobe has these mixamo characters listed listed as:
FBX, FBX for Unity, FBX for Unreal Engine 4, Biovision, Biovision for 3ds Max Biped, COLLADA |
So, the FBX rigs and animations will work great in Unity, but not so great in 3ds Max.
From what I have read on Adobe's site, it says that "All animations are available in multiple formats (FBX, BVH, Collada, etc.)". FBX animations are supported in many game engines to describe motion of a skeletal system, but for 3ds Max this isn't an ideal scenario. The FBX files strip out a lot of information about the rigs in order to keep file sizes low for game engines.
The best method here is going to be to download the .bip version of the model/rig and use .BVH animation on it to load in the animation clips. From there you should be able to export FBX's no problem to your engine after you have made your customizations. Also great is using the CAT converter on the rig that comes by default in the .FBX's that you sent. I have that listed as "alternate" below, but it's every bit as valid and it did work during my testing.
Alternate:
I had to try it myself, to see what the problem with the scripts were. I must admit I didn't have any issues taking your model and converting it to CAT. If you can get your animations in .BVH, then this should also work for you. The CAT system is easier to animate with (not having to deal with biped TCB controllers is great if you ask me). I think maybe they updated the scripts recently, so maybe your version is a bit older. One thing I did notice was that I left it totally selected when I ran the script as it came right after importing the original character. You will still want your animations in .BHV instead of .FBX for the CAT system.
TLDR Version:
1) Use .biped format with .bvh animations.
2) Or, use FBX rig and run the AutoCAT script and use .bvh animations.
With either, you can export .FBX for use in your engine.
Please let me know if you have issues and we'll nail this down. Please hit the "Accept as Solution" button if my post fully solves your issue or answers your question. This lets me know that I was effective in helping you, and thank you for doing so.
Best Regards,