Export body and face board animation to FBX in one-click, ready to import into Unreal Engine. No more guessing the correct settings.
Export Body Animation
- Select the rig instance and open the Animation panel.
- Under Body FK Animation, click Export.
- Set the file path and, if needed, the Bake Step.
- Confirm.
The exporter bakes the rig's visual transforms so what your see in the Blender viewport is what will be exported.
| Setting | Effect |
|---|---|
| Bake Step | Frame step to sample at. 1 bakes every frame, 2 every other frame. (how sparse keys are in Unreal) |
| Frame range | This is inferred from the scene's Start and End frames. Set them first. |
Importing into Unreal Engine
The FBX is already written in Unreal's conventions, so no import-time conversion is needed.
| Property | Value |
|---|---|
| Coordinate system | Right-handed, Z-up |
| Scale | 100× (centimeters) |
| Root bone | root |
In Unreal's FBX import dialog, set the skeleton to your MetaHuman's body skeleton.
Warning
You should import the animation onto the same proportioned skeleton in unreal as you used when creating the animation in Blender. Otherwise, relative animation transforms won't match what you are expecting.
Export Face Board Animation
- Select the rig instance and open the Animation panel.
- Under Face Board, click Export.
- Choose a file path and confirm.
In your Unreal Level Sequence, right-click the track Face_ControlBoard_CtrlRig then left-click Import Control Rig FBX and be sure to choose the MetaHuman Control Mappings option from the Control Mappings Preset dropdown.
Tip
Look at the animation at the top of this page to see how this is done.