Exporting

The export bar always shows what you're about to get, for example 📦 FBX · Rigged + 3 anims, with a Download button named after the exact file. Click the summary to open the Export panel:

  1. What to export
    • Static model: mesh + textures.
    • Rigged model: + skeleton and skin weights.
    • Rigged + animations: + the clips you pick.
  2. Skeleton: game rig (65 bones, Mixamo names), lite (25) or full MakeHuman (163); an A- or T-pose bind; optional jaw and eye bones; facial blend shapes and speech mouth shapes (see Faces).
  3. Animations: tick clips by category (â–¶ previews each one), then choose One file, all clips inside or Zip: one file per clip.
    • Per-clip files follow Unity's model@clip.fbx convention. They're skeleton-only unless "Include the mesh" is on.
    • Root motion makes walk, run and strafe travel instead of playing in place.
    • Loop names: Mark looping clips in their names names them Walk-loop and so on.
  4. Weapon (when the character holds one):
    • In the hand: one file, with the weapon skinned to WeaponR.
    • Separate prop file: the character without the weapon, plus <name>_<weapon>.glb/.fbx. The prop's origin is at the grip, so it attaches to WeaponR with zero offset.
  5. Format: GLB, FBX, OBJ (static only; disabled for rigged modes), or All formats (zip).
  6. You will download: the exact file name and every file in it, each with a description: triangles, textures, bones and pose, which clips, and whether it's skeleton-only. Notes explain any adjustment, for example that OBJ can't hold a rig.

The plan is computed by planExport() (src/export/plan.ts) and executed by runExport(), so the download always matches the list. Zips also contain:

Formats

Format Units Notes
.glb metres glTF 2.0, PBR materials, textures embedded, alpha mask for hair and lashes
.fbx centimetres Binary FBX 7.4, quad topology, textures embedded (Unity, Unreal, Blender)
OBJ (_obj.zip) metres .obj + .mtl + textures/, quad topology
.zip — All of the above plus params.json (to regenerate), preview.png, README and LICENSE

All formats use +Y up, with the character facing +Z and the feet at y = 0. scripts/blender_check.py imports exports into Blender and renders previews.

For per-engine advice, see Using characters in your engine.