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:
| Option | What it does |
|---|---|
| Bone naming convention | Default, Metahuman, or DAZ G8.1, to match the rig you're moving the motion onto |
| Rest pose type | The pose the skeleton counts as neutral |
| Restore defaults after export | Puts 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 |