--- 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. 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. 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. 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.