Export body animations from the control rig to FBX files compatible with Unreal Engine.
Overview
The Export Body Animation operator bakes the control rig's visual transforms and writes them to a binary FBX file. The export handles axis conversion and scaling automatically so the resulting file imports correctly into Unreal Engine.
How to Export
- Select the rig instance in the sidebar panel
- Make sure the instance has a
body_rig(the MetaHuman body skeleton) - Open the Animation sub-panel
- Click Export in the Body FK Animation section
- Choose a file path and name (default:
{instance_name}_body.fbx) - Set the Bake Step if desired (default: 1)
- Confirm the export
Export Settings
Bake Step
| Setting | Range | Default | Description |
|---|---|---|---|
bake_step |
1–10 | 1 | Frame sampling interval |
- Step 1 — Bake every frame (highest quality, largest file)
- Step 2 — Bake every other frame
- Step 10 — Bake every 10th frame (fastest export, lower quality)
Higher step values skip frames during the visual bake pass. Intermediate frames are interpolated during playback. Use step 1 for final exports and higher values for previews.
Frame Range
The export uses the scene's playback range:
- Start frame:
context.scene.frame_start - End frame:
context.scene.frame_end
Set your scene's frame range before exporting to control which frames are included.
What Happens During Export
-
Document creation — Creates a new FBX document with:
- Right-hand coordinate system, Z-up axis (matches Unreal Engine)
- Scene frame rate from Blender
-
Rest data collection — Reads the body rig's bone rest transforms:
- Parent-relative positions, rotations (quaternion WXYZ), and scales
- Full bone hierarchy preserved
-
Visual animation bake — Samples the rig pose at each frame (respecting
bake_step):- Evaluates
pose_bone.matrix(post-constraint visual transform) - Converts to parent-relative local space
- Extracts location, quaternion rotation, and scale
- Evaluates
-
Skeleton hierarchy — Builds the FBX node hierarchy matching the bone parent-child structure with a scale factor of 100.0 (Blender meters → Unreal centimeters)
-
Animation curves — Writes per-bone animation data:
- Quaternion rotation converted to Euler XYZ (degrees)
- Location scaled by 100.0
- One FBX animation take named
"Unreal Take"
-
Binary FBX write — Encodes and writes the file in FBX binary format
No FBX SDK required
The addon includes a pure-Python FBX binary writer. No external FBX SDK or dependencies are needed.
Unreal Engine Import
The exported FBX is configured for direct import into Unreal Engine:
| Setting | Value |
|---|---|
| Coordinate system | Right-hand, Z-up |
| Scale factor | 100× (centimeters) |
| Root bone | root |
| Take name | Unreal Take |
In Unreal Engine's FBX import dialog:
- Set the skeleton asset to your MetaHuman's skeleton
- Animation should import with correct bone transforms and timing