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Version: 2.0 (alpha)

Export to FBX and BVH

FreeMoCap saves FBX and BVH animation files as part of its Blender export. See open your recording in Blender for how to run it. The files go in the recording's 3d_models folder.

Choosing a format​

  • FBX holds the skeleton, mesh, and animation together. Most 3D and game software opens it, including Unreal, Unity, and Maya.
  • BVH holds only the skeleton's motion. Use it to put the motion onto a character you've already rigged elsewhere.

Options in FreeMoCap​

In FreeMoCap's Blender settings, choose which formats to make and the rest pose (T-pose or A-pose).

More options in Blender​

For more control, open the .blend file in Blender, press N to show the sidebar, and open the FreeMoCap tab. From there you can export again with these options:

OptionWhat it does
Bone naming conventionDefault, Metahuman, or DAZ G8.1, to match the rig you're moving the motion onto
Rest pose typeThe pose the skeleton counts as neutral
Restore defaults after exportPuts the original bone names and rest pose back after exporting. On by default.
Primary and secondary bone axis (FBX)Which way the bones point, to match your target rig
Add leaf bones (FBX)Adds end bones to chains like fingers, which some rigs expect

Next steps​