Export to FBX and BVH
Both FBX and BVH export happen through the same Blender export step as
the .blend scene itself, see
open your recording in Blender for the
prerequisites and the export flow. This page is about the format-specific
options.
Despite what you may see referenced elsewhere, glTF export isn't implemented in the current build, only FBX and BVH are. If you need glTF specifically, that's worth raising with the project rather than assuming it's just undocumented.
Choosing a format
- FBX carries the mesh, the armature, and animation together, and is the more broadly supported format across 3D and game engine software (Unreal, Unity, Maya, and others).
- BVH carries just the skeletal animation (joint hierarchy and rotations over time), no mesh. It's the more common choice if you're retargeting the motion onto a character you already have rigged elsewhere, rather than bringing in FreeMoCap's own mesh.
Format options
Set alongside the rest of the Blender export configuration:
| Option | What it does |
|---|---|
| Bone naming convention | Default, Metahuman, or DAZ G8.1, match whichever rig you're retargeting onto |
| Rest pose type | Same three options, controls the pose bones are considered "neutral" in |
| Restore defaults after export | Restores original bone names and rest pose once the export finishes, on by default |
FBX has two additional options: primary/secondary bone axis (which local axes the exported bones use, matters for matching a specific target rig's conventions) and add leaf bones (adds terminal bones at the end of chains like fingers, which some rigs expect and others don't).