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---
title: Animation export settings
description: Use the appropriate export settings in Maya and Blender to generate Studio-ready .fbx files.
---
You can export animation data from a third-party software, such as Blender or Maya to use in Studio. Both `.fbx` and `.gLTF` formats support animation data.
Typically, creators will use a third-party modeling tool to animate a character model. Once the animation is complete, you export both the model and the animation data into Roblox Studio.
After exporting, you can [import and configure](./import.md) the animation data into Studio.
## Before exporting
When exporting characters with animation or FACS animation, ensure that your animation timeline **Start** and **End** include the entire range of your animations.
<img src="../../assets/art/avatar/basic-creation/Blender-Animation-Start-End.png" width = "60%" alt="Zoom-in of Blender animation track indicating a Start value of 0 and End value of 308." />
## Blender
Blender allows you to export in `.fbx` or `.gltf` as well as other formats. If you are using `.fbx` export, familiarize yourself with [Blender's FBX scaling](../blender.md#adjust-scale-fbx) to ensure that you successfully import the model into Studio at the correct scale.
1. In the topbar, click **File** > **Export** > **FBX (.fbx)**. The Blender file browser window displays.
2. Set **Path Mode** to **Copy** and enable the **Embed Textures** icon.
3. In the Include section, enable **Custom Properties**.
4. If your project doesn't already have `.01` scene unit scaling, set the **Transform** > **Apply Scalings** to `FBX Unit Scale`. For more details, see [Blender FBX scaling](../blender.md#adjust-scale-fbx).
5. Expand the Armature section and uncheck **Add Leaf Bones**.
6. Enable **Bake Animation**.
7. Expand Bake Animation and **uncheck NLA Strips**, **All Actions**, and **Force Start/End Keyframes**.
1. Ensure your project animation timeline has the correct **Start** and **End** range of all your keyframes.
8. In Bake Animation, set **Simplify** to **0.0**.
9. Click the **Export FBX** button. Save the `.fbx` to the directory of your choice.
<img src="../../assets/art/avatar/basic-creation/Export-Settings.png" width = "50%" alt="Screenshot of Blender export settings" />
## Maya
For additional context on exporting animations from Maya, see the [Exporting Characters from Maya](../../art/characters/export-avatar-animations-from-maya.md) tutorial.
To export a mesh in Maya as a `.fbx` file:
1. In the topbar, click **File**. A pop-up menu displays.
2. Select **Export All**. The **Export All** window displays.
3. Near the bottom of the window, click the **Files of type** dropdown, then select **FBX export**.
4. On the right-hand side of the window, navigate to the **Options...** section.
5. In the **Geometry** section, enable **Smooth Mesh** and **Referenced Asset Content**.
6. In the **Animation** section, enable **Animation**. Avatar characters with [facial animation data](../../art/characters/facial-animation/index.md) require animation data.
7. Enable **Bake Animation**.
8. If you need to import textures as a `.png`, in the **Embed Media** section, enable **Embed Media**.
9. In the **Advanced Options** section,
- Navigate to **Units**, then enable **Automatic**.
- Navigate to **Axis Conversion**, then set the **Up Axis** property to **Y**.
10. Click the **Export All** button.
<img src="../../assets/accessories/lc-requirements-maya-settings-with-animation.png" alt = "Screenshot of Maya export settings for exports with animation."/>
11. After exporting, use Studio's [3D importer](../../art/modeling/3d-importer.md) to import your model. See [Test characters in Studio](../../art/characters/testing/studio.md) for additional importing and testing information.

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---
title: Import and configure animations
description: Use the 3D Importer to add third-party models to Studio before testing, using, or uploading the character model.
---
Use the following steps to import and configure the animation for publishing emotes:
1. [Import](#import-into-animation-editor) the animation into Studio.
2. [Convert](#convert-to-curveanimation) the animation to a `CurveAnimation`.
3. [Generate an asset ID](#generate-asset-id) from your animation data.
4. [Create an Animation object](#create-an-animation-object) using the asset ID
5. [Upload](#upload-and-publish-an-emote) the animation as an avatar emote.
## Import into Animation Editor
If your animation data is saved to a `.fbx` file and your animation meets the emote [technical specifications](./specifications.md), use the **Animation Editor** to import your animation. If your animation is already in Studio, skip this step.
<br />
To import your animation in Studio:
1. If you don't already have a rigged R15 character in your workspace, add one by selecting **Avatar** > **Character**.
2. Select **Avatar** > **Animation** to open the **Animation Editor**.
3. With editor open, select the rigged character in the 3D viewport.
4. In the **Animation Editor**, select **&ctdot;** > **Import** > **From FBX Animation** and select your `.fbx` file.
<img src="../../assets/avatar/avatar-emotes/Animation-Editor-Import.png" />
5. Verify your animation populates and correctly animates on the target rig.
6. Follow steps to [convert to CurveAnimation](#convert-to-curveanimation).
## Convert to CurveAnimation
To generate an asset ID for your animation, use the **Animation Editor** to convert the animation to a `CurveAnimation` and save the animation to Roblox to generate an asset ID.
<Alert severity = 'warning'>
The animation data for emotes must be a `CurveAnimation` clip.
</Alert>
To convert an existing keyframe sequence to a `CurveAnimation`:
1. In the **Animation Editor**, select the **Curve Editor** button next to the timeline. A confirmation prompt displays.
<img src="../../assets/avatar/avatar-emotes/Animation-Editor-Curve-Animation-Icon.png" />
2. Press **Confirm** to convert your keyframes into a `CurveAnimation` clip.
<img src="../../assets/avatar/avatar-emotes/Animation-Editor-Curve-Prompt.png" />
## Generate Asset ID
To create an asset ID of the `CurveAnimation`:
1. In the **Animation Editor**, select the **&ctdot;** > **Publish to Roblox**.
<img src="../../assets/avatar/avatar-emotes/Animation-Editor-Publish.png" />
2. Add a title and description and save the animation.
3. After processing, you should see a successful upload and an asset ID to copy.
<img src="../../assets/avatar/avatar-emotes/Generate-Asset-ID-Success.png" />
## Create an Animation object
To submit an emote to the Marketplace, you must submit an `Class.Animation` object with the `AnimationId` property set to the asset ID of your `CurveAnimation`.
<GridContainer numColumns="2">
<figure>
<img src="../../assets/avatar/avatar-emotes/Animation-Explorer.png" />
<figcaption><center>`Animation` object in the Explorer.</center></figcaption>
</figure>
<figure>
<img src="../../assets/avatar/avatar-emotes/Animation-Properties.png" />
<figcaption><center>`AnimationId` property in the Properties window.</center></figcaption>
</figure>
</GridContainer>
To create an `Class.Animation` object you can publish as an emote:
1. In the **Explorer**, add a new `Animation` object.
2. In the **Properties** window, add the asset ID of the emote animation.
## Upload and publish an emote
When you have an `Class.Animation` with your emote animation asset ID set, you can upload the emote to the Marketplace. This process requires an [upload fee](../../marketplace/marketplace-fees-and-commissions.md#upload-fees).
1. Right-click the `Animation` object and select **Save to Roblox**.
2. In the upload window, set the following fields:
1. Add a title and description.
2. Set the **Content Type** to **Avatar Item**.
3. Set the **Asset Category** to **Emotes**.
3. Press Submit to upload your asset for moderation.
For more information on the upload and publishing process, see [publishing Marketplace items](../../marketplace/publish-to-marketplace.md#upload-an-asset).

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---
title: Emotes
description: All Roblox users are represented by an avatar character which can be customized with body parts, accessories, and clothes from the Marketplace or within experiences.
---
**Emotes** are short animations that an avatar performs, making it easier to communicate and celebrate with others, enhancing the experience to feel more social and more lively.
Creators sell their own emotes, such as gestures, reactions, dances, and more, by publishing their animation to sell on the Marketplace or within experiences.
<Alert severity = 'info'>
Developers can access and modify emotes within their own experiences. For more information, see [character emotes](../../characters/emotes.md).
</Alert>
## Components of an emote
Emotes are made up of an `Class.Animation` object with the unique `Class.Animation.AnimationId` property set to the asset ID of your animation sequence.
<GridContainer numColumns="2">
<figure>
<img src="../../assets/avatar/avatar-emotes/Animation-Explorer.png" />
<figcaption><center>`Animation` object in the Explorer.</center></figcaption>
</figure>
<figure>
<img src="../../assets/avatar/avatar-emotes/Animation-Properties.png" />
<figcaption><center>`AnimationId` property in the Properties window.</center></figcaption>
</figure>
</GridContainer>
Emotes must meet [technical specifications](./specifications.md) as well as [Marketplace](../../marketplace/marketplace-policy.md) and [Community](https://en.help.roblox.com/hc/en-us/articles/203313410-Roblox-Community-Standards) policies.
## Creation process
There are several ways to create an animation both in Studio or using a third-party tool. See the following table for common workflows and various resources to create your own.
<table><thead>
<tr>
<th>Animation workflow</th>
<th>Description</th>
</tr></thead>
<tbody>
<tr>
<td>Animation Capture</td>
<td>Use the [Animation Capture (Body)](../../animation/capture.md#body) to convert a video of your emote into a keyframe sequence.</td>
</tr>
<tr>
<td>Manual animation with Animation Editor</td>
<td>Use the [Animation Editor](../../animation/editor.md) to manually animate a character rig. For an in-depth tutorial on creating a character animation, see [Create character animations](../../tutorials/use-case-tutorials/animation/create-an-animation.md).</td>
</tr>
<tr>
<td>Third-party plug-ins</td>
<td>Use a third-party animation plugin, such as [Moon Animator](https://create.roblox.com/store/asset/4725618216/Moon-Animator-2), to generate your animation.</td>
</tr>
</tbody>
</table>
To convert your keyframe sequence into an animation and upload to the Marketplace, see [import and configure emotes](../emotes/import.md#configure).

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---
title: Emotes specifications
description: Character specification lists the specific technical requirements for custom characters created outside of Studio.
---
Emotes are made up of an `Class.Animation` object with the `Class.Animation.AnimationId` property set to the asset ID of your animation sequence.
<GridContainer numColumns="2">
<figure>
<img src="../../assets/avatar/avatar-emotes/Animation-Explorer.png" />
<figcaption><center>`Animation` object in the Explorer.</center></figcaption>
</figure>
<figure>
<img src="../../assets/avatar/avatar-emotes/Animation-Properties.png" />
<figcaption><center>`AnimationId` property in the Properties window.</center></figcaption>
</figure>
</GridContainer>
Only the `Class.Animation` object is required to upload an emote to the Marketplace. Animations do not require meshes, textures, or other 3D art components.
## Animation requirements
Emotes must also meet the following requirements or may fail validation:
- Emotes must be less than 10 seconds.
- The joint root of the character can not move too far from its starting position.
- Movement speed can't exceed a certain threshold to prevent teleportation abuse (measured from a frame-by-frame basis).
- Animation data must reference an R15 rig.
- Animation must be sourced from a `CurveAnimation`. For information on converting animation data, see [import and configure](./import.md#generate-asset-id).
- Animations must meet [Marketplace](../../marketplace/marketplace-policy.md) and [Community](https://en.help.roblox.com/hc/en-us/articles/203313410-Roblox-Community-Standards) policies.