Announced a month ago, Mixamo Auto-Rigger looks like an interesting if very expensive service. I must have missed it when it first went live last month.

It’s now out of private beta, looks from the videos as though it really does making rigging a five second snap, and apparently currently costs $89 for a month of use. That doesn’t include the rather expensive individual motion-captures that you can apply to and export with your finished character. The monthly billing method and expensive per-motion pricing suggests the service is aimed at small indie game-developers. Although I guess someone with a large DAZ character library could probably rig a lot of characters in a month if they had the cash. But they’d be spending a lot of money… if you added twelve animations per character, and converted your favourite thirty DAZ characters that you’d spend a whopping $7,000 or more. For that kind of money, I’d hope the DAZ characters would be keeping their custom morphs through the process.
Even if you only have one favorite DAZ character you’d still pay $200 for one month’s access and six motions from Mixamo. Now admittedly… that does compare well to paying an iClone developer $300 to spend a day rigging your DAZ character in Max or Maya with the official iClone RL bones, and probably wrestling to keep the morphs along the way. But once the RL rigging was done then your character would load not just half a dozen motions — but thousands.
If Mixamo could auto-rig morph-retained DAZ characters with the official iClone RL bones, it would be an absolute wonder. Sadly, it doesn’t.
As an alternative to hiring an iClone developer, you might consider it better to invest in DAZ Studio Advanced, with its addon AniMate Plus and Digimi Game Developer Kit plugins, as a pipeline to 3XChange 4 Pro. Together those might cost about $500, although some people may already have bits of that pipeline because they took advantage of introductory prices and discount periods. But once you have them all then you can convert as many DAZ characters as you like for iClone. The only drawback is that morphed (i.e.: body customised and tweaked) DAZ characters won’t look the same by the time they hit iClone — 3DXchange 4 Pro throws away the morphs. Your fancy morphed DAZ character will turn back into plain old Victoria or Micheal. That’s a fairly annoying stumbling block to hit without warning, once you’ve spent that kind of money.
But that pipeline will work for some of the simpler and more unique-mesh characters — such as the 3D Universe toon characters, less complicated robots, etc. The process is… load your DAZ character in DAZ Studio as usual, Decimate the character’s polygons with the Game Kit if needed, then apply a whole load of aniMate motions (these apply to any DAZ character), bake the motions to Studio keyframes (right-click just above the special aniMate timeline, select “Bake to Studio Keyframes”, and your animations are transferred over into the regular DAZ Studio timeline — only then will they be loaded into the final .fbx), and finally export as a motion-loaded .fbx for conversion to iClone with 3DXchange Pro 4.