There is no "pipeline". At present, all these tools exist side by side in separate universes. That and of course for lip-syncing the Mixamo figures would have to have proper morph poses and bones in place that could be adressed, which they don't. Sorry, but even dreaming about this is a waste of time. perhaps in two or three years, when Adobe has integrated everything...
Any updates on this ? i too need to add Lip Movement in for characters made in adobe Fuse CC and animated in Mixamo.
Thank you in Advance!!
It doesn't work this way, and I don't really forsee it doing so in the future. Fuse creations don't have the level of facial rigging required for mouth shapes. They just don't.
You could probably open your Fuse character in a full 3d app and individually create all the visemes (mouth shapes), export them all as 2d images in the different head-turn states, and then rig that up in Character - but at that point, you might as well just do the animation in your 3d program.
Fuse/Miximo is for making quick 3d people (and adding preset movements, if desired), not for full-on, detailed animation.
Character Animator does not have any 3d capabilities whatsoever, so the best you could do is exporting 2d images of your 3d character to use in Ch, which I suspect is not what you want.
What Kyle said. Totally different workflows that have nothing to do with one another. The Fuse/ Mixamo characters are too low-res for realistic facial animation, anyway. Even if there was a feature for this, it would like a rubber face because there's not enough geometry detail.