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.cursor/rules/roblox/art/emotes/export-settings.md
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---
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title: Animation export settings
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description: Use the appropriate export settings in Maya and Blender to generate Studio-ready .fbx files.
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---
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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.
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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.
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After exporting, you can [import and configure](./import.md) the animation data into Studio.
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## Before exporting
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When exporting characters with animation or FACS animation, ensure that your animation timeline **Start** and **End** include the entire range of your animations.
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<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." />
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## Blender
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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.
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1. In the topbar, click **File** > **Export** > **FBX (.fbx)**. The Blender file browser window displays.
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2. Set **Path Mode** to **Copy** and enable the **Embed Textures** icon.
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3. In the Include section, enable **Custom Properties**.
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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).
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5. Expand the Armature section and uncheck **Add Leaf Bones**.
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6. Enable **Bake Animation**.
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7. Expand Bake Animation and **uncheck NLA Strips**, **All Actions**, and **Force Start/End Keyframes**.
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1. Ensure your project animation timeline has the correct **Start** and **End** range of all your keyframes.
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8. In Bake Animation, set **Simplify** to **0.0**.
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9. Click the **Export FBX** button. Save the `.fbx` to the directory of your choice.
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<img src="../../assets/art/avatar/basic-creation/Export-Settings.png" width = "50%" alt="Screenshot of Blender export settings" />
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## Maya
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For additional context on exporting animations from Maya, see the [Exporting Characters from Maya](../../art/characters/export-avatar-animations-from-maya.md) tutorial.
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To export a mesh in Maya as a `.fbx` file:
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1. In the topbar, click **File**. A pop-up menu displays.
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2. Select **Export All**. The **Export All** window displays.
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3. Near the bottom of the window, click the **Files of type** dropdown, then select **FBX export**.
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4. On the right-hand side of the window, navigate to the **Options...** section.
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5. In the **Geometry** section, enable **Smooth Mesh** and **Referenced Asset Content**.
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6. In the **Animation** section, enable **Animation**. Avatar characters with [facial animation data](../../art/characters/facial-animation/index.md) require animation data.
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7. Enable **Bake Animation**.
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8. If you need to import textures as a `.png`, in the **Embed Media** section, enable **Embed Media**.
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9. In the **Advanced Options** section,
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- Navigate to **Units**, then enable **Automatic**.
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- Navigate to **Axis Conversion**, then set the **Up Axis** property to **Y**.
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10. Click the **Export All** button.
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<img src="../../assets/accessories/lc-requirements-maya-settings-with-animation.png" alt = "Screenshot of Maya export settings for exports with animation."/>
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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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