Ochrestack

Guides

Exporting Blender animations to Godot, Unity and Unreal, with measurements. Each guide starts with what Blender's own exporters already do right.

Do you need to bake constraints before exporting Blender animations?

For one armature with IK, Copy Rotation and drivers, exported one clip at a time (nothing on the NLA), Blender's glTF and FBX exporters already bake the constraints. Six single-rig setups measured, the two setups where the default export fails, how to bake by hand if you want to, and a pre-export checklist for every rig.

Blender export has no animations? The control-rig case

A deform rig that follows a control rig has no actions of its own, so the default glTF and FBX exports write 0 animations. Why, the free workaround that exports the active clip exactly, and Godot import settings for exact playback.

Blender FBX export: why you get Rig|Idle, duplicate takes, and an Idle with the wrong pose

With clips on unmuted NLA tracks, the default FBX export writes each clip twice and adds every other action that fits the rig; some of the extra takes are wrong by more than half a meter. What causes it, stashed clips, and how to avoid it for free.