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:
- What to export
- Static model: mesh + textures.
- Rigged model: + skeleton and skin weights.
- Rigged + animations: + the clips you pick.
- 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).
- 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.fbxconvention. 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-loopand so on.
- Per-clip files follow Unity's
- 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 toWeaponRwith zero offset.
- In the hand: one file, with the weapon skinned to
- Format: GLB, FBX, OBJ (static only; disabled for rigged modes), or All formats (zip).
- 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:
params.json, to regenerate the characterrig.json- a README listing the files
- the licence
- a preview image
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.