Animal Rigger Pro

6. Export

Write the rig out for Unreal, Unity, Godot or any glTF reader.

Add-on 0.1.0 · Blender 5.1 or newer

Export writes the deform bones and a copy of the mesh, with any animation baked. The controls stay in Blender: a game engine needs only the bones that move the skin.

The Export page: Export for Unreal, then Unity and glTF buttons, and the Before you export notes.

Pick your engine

ButtonWritesNotes
Export for Unreal.fbxUp to eight bones per point.
Unity.fbxImport it as Generic, and raise Unity's Skin Weights setting to eight.
glTF.glbFor Godot, the web and other glTF readers. Four bones per point. Also writes a Godot skeleton profile beside it.

In Unity, do not use Humanoid: it is for two-legged people and cannot take a four-legged animal. The add-on refuses Humanoid and VRM for the same reason.

Options in the file window

The file window that opens has these options on its side:

  • Bone names
    • Blender: thigh.L, the rig's own names. The default.
    • Unreal: thigh_l, Unreal's side ending.
    • Rigify: DEF-thigh.L, for tools made for Rigify rigs.
    • Mixamo: mixamorig:LeftThigh, for tools that look for the Mixamo prefix. This is only a spelling; an animal has no Mixamo mapping.
  • Root motion. Off by default. On, the root bone carries the animal's travel along the ground and its turn, so the engine can move the character with it.
  • Maximum influences (FBX only). Eight keeps the bent legs, back and tail as Blender shows them. Four is for a strict four-bone budget; the bends lose some shape, so check them after export.

What is in the file

  • One skeleton under a bone called root, as one chain from the hips to the head, with the legs and tail hanging from it. The armature is named Armature, so Unreal adds no extra root.
  • Plain bones for the bendy ones. Blender's bendy bones become ordinary bones at each joint of the curve, so the skin moves in the engine as it does in Blender.
  • The mesh, with its weights renamed to match the bones.
  • The animation, when the rig has one: every frame of it, baked onto the bones.

Before you export

  • If the page says The marks changed since this rig was built, rebuild first on Generate.
  • Messages from the export, such as a name clash or a refused preset, show in Problems. See the problem codes under Export.

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