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FBX Animation Exporting

Animation

Mixamo web based animations

  • most of the mixamo animations on mixamo.com should work with webaverse
  • mixamo offers, for some animations, a bit of paraemetric control over the animation
    • select the animation
    • tweak sliders
    • make sure "in place" is selected
    • upon download choose fbx binary , 30 fps, without skin, and frame reduction

AutoRigPro animation remapping

FBX rigging with rigify armature

FBX Armature requirements

  • must be an official mixamo rig
  • double check that all bone names are prefixxed with mixamorig:
  • double check if you need to use auto-key or not , it is on by default in the blend file
  • The player model must remain at a single point in space; movement of the model is driven on the engine side. For example, in a jump animation, the model would go through the motions and timing of the jump, but would not move on the Z axis. The only exception to this is crouching, in that case the hips can lower but should not go above their standing height.
  • animate with rigify armature as normal
  • go to object mode
  • select fbx armature
  • important make sure that the rigify armature is still in the animation action you want to export

Export

  • input proper filename
  • options of note
    • selected objects
    • leaf bones (deselect this)
    • deselect nla strips and all actions
  • hit export
    • it should export just the animation that you did with the rigify armature but into the fbx armature due to the bone constraint setup

Legacy Method

  • make sure the cube driver is set to a position X of 1000 meters
  • animate with the rigify armature , make actions

Bake

  • select fbx armature
  • in pose mode, the fbx armature is following the rigify armature.
  • bake its current animation to a new action:
    • pose -> animation -> bake action
    • make sure visual keying is selected
  • when done move cube driver back to position X 0 so that the fbx armature is no longer bieng controlled by rigify armature

Export

  • select fbx armature
  • go into pose mode, make sure the animation playing back is the one that you want to export.
  • options of note
    • selected objects
    • leaf bones (deselect this)
    • deselect nla strips and all actions
  • hit export , it should export just that one animation you have currently highlighted

Rig and Naming Conventions: