Exports
Take your finished animation out of the editor and into the destination platform. Three formats live, FBX coming.
Tier: Starter+ ($4.99/mo) for all export formats. Free Style users can edit and preview but not export. Menu:
Export → ...
Format overview
| Format | Target Platforms | Best for | Status |
|---|---|---|---|
| GLB / glTF 2.0 | Unity, Unreal Engine, Roblox, Web (Three.js, Babylon, A-Frame), AR/VR (WebXR, Meta Quest) | Modern game engine pipelines, the universal interchange format | ✅ Live |
| BVH | Second Life Bento, MotionBuilder, Maya, Blender, motion capture pipelines | The SL-and-mocap interchange standard | ✅ Live |
.anim (Second Life) | Linden Lab's Second Life client (in-world upload) | Direct upload to SL avatars without extra conversion | ✅ Live |
| FBX | Maya, Blender, Unity (alternative path), older legacy pipelines | The legacy industry interchange — still demanded by some studios | 🚧 Q2 2026 |
The right format depends on your target:
- Game engine? GLB — modern, lean, native to UE5 / Unity Mecanim's glTF importer / Roblox.
- Second Life?
.animif direct upload, BVH if you're going through tools. - MotionBuilder / classic mocap pipeline? BVH.
- Working with someone who insists on FBX? Wait for Q2 2026, or export GLB and convert via Blender's GLB import → FBX export.
GLB / glTF 2.0 export
The most universal export path. glTF 2.0 is the open standard for runtime 3D, supported by every major engine and runtime.
What's included
- Skinned mesh with weight painting preserved.
- Skeleton hierarchy with bone names.
- Animation tracks (quaternion + position + scale, per bone).
- Materials (PBR), textures (embedded as binary).
- Optional: morph targets if your source had them.
Export Settings
- Frame rate: matches the source clip's FPS by default; can override.
- Compression: optional Draco mesh compression for smaller file size.
- Animation name: defaults to clip name; user-editable.
Workflow
Export → Export GLB.- Settings dialog opens. Confirm or adjust frame rate, compression.
- Click Export. Browser downloads
<animation_name>.glb. - Drop into Unity / Unreal / Roblox / your runtime of choice.
Engine import notes
Unity:
- Use the glTFast plugin (free, by atteneder). Drag the GLB into your Assets folder, assign the AnimationClip to an Animator.
Unreal Engine 5:
- UE5 has native glTF/GLB import via the Interchange Framework. Drag the GLB into the Content Browser. The animation imports as an
UAnimSequence.
Roblox:
- Roblox supports GLB animation upload natively for R15 rigs (via the Animation Editor's import). For R6 or custom rigs, may need format conversion.
Three.js / Babylon / A-Frame:
- Native support. Use the engine's GLTFLoader, attach the AnimationClip to your AnimationMixer.
BVH export
The Second Life standard, also widely used for motion capture interchange.
What's included
- Skeleton hierarchy with bone names and offsets.
- Per-bone Euler rotation tracks per frame.
- Optional: root translation track.
- Loop metadata in the header (when Loop is enabled in the timeline).
Export Settings
- Frame rate: typically 30 FPS for SL; configurable.
- Priority (SL-specific): 0-6, default 4. Higher priority animations override lower-priority AOs.
- Hand pose: SL-specific, usually default
02(Spread) or01(Fist).
Workflow
Export → Export BVH.- Settings dialog opens. Adjust priority for SL targets, frame rate as needed.
- Click Export. Browser downloads
<animation_name>.bvh. - For SL: in your in-world inventory, upload the BVH (costs L$10 typically). Test in-world to verify.
- For mocap pipelines: drop the BVH into MotionBuilder or your tool of choice.
SL-specific tips
- Priority 4 is the default; priorities 5-6 override AO systems but may stack badly with other priority-4 animations playing.
- Loop animations (walk cycles, idles) need Loop enabled in the timeline. The exporter writes loop markers into the BVH header.
- Animation length in SL is bandwidth-billed; keep clips under 30 seconds for cost.
.anim (Second Life) export
The native Linden Lab format for SL animations. Unique to SL.
What's the difference vs BVH?
The BVH file format is generic and SL imports it. The .anim format is what SL actually uses internally. Exporting directly to .anim skips the SL upload conversion step, sometimes preserves slightly more data, and is the path some power users prefer.
Status note
Direct .anim export is available. Note that the underlying coordinate-frame conversion has some open edge cases (tracked in docs/SL_ANIM_PARKING_LOT.md). For most rigs it works; if you see odd behavior in-world after an .anim export, fall back to BVH.
Workflow
Export → Export .anim (SL).- Settings dialog: priority, hand pose, loop.
- Click Export. Browser downloads
<animation_name>.anim. - Upload directly via SL inventory.
FBX — the deferred format
FBX is not live yet. Targeting Q2 2026 for release.
Why deferred
Autodesk closed the FBX format specification. There's no working pure-TypeScript FBX exporter that supports skinning + animation. Two viable paths:
- assimpjs (WebAssembly) — the Assimp library's WASM port. Adds ~5-10 MB to the bundle (heavy for free users). Lazy-loadable to mitigate.
- Custom TypeScript encoder — 2-4 weeks of engineering to implement the FBX 7.x relational graph correctly.
We're betting on (1) but waiting until post-launch to integrate properly. There's also a real chance a pure-TypeScript FBX library appears in the next 6-12 months as the ecosystem matures, which would beat both options.
What to do today if you need FBX
Option 1: Export GLB and convert via Blender:
- Open Blender, drag the GLB into a fresh scene.
- Animation imports as an Action.
- File → Export → FBX.
Option 2: Convert via Unity:
- Import the GLB into Unity.
- Use a script or asset like FBX Exporter to write FBX.
Both produce valid FBX in less than 60 seconds.
Tier access
| Tier | Export access |
|---|---|
| Free Style | ❌ Editor + preview only, no export |
| Starter ($4.99/mo) | ✅ All formats (GLB, BVH, .anim, future FBX) |
| Builder Pro ($19.99/mo) | ✅ All formats + 50 marketplace downloads / month |
| Freedom ($49.99/mo) | ✅ All formats + unlimited marketplace |
See pricing for the full tier comparison.
Workflow — typical export session
- Animation finished, polished, validated via Quality Score.
- Decide target. Game engine? GLB. Second Life?
.animor BVH. Maya? Wait for FBX or use the Blender bridge. Export → Export <format>. Settings dialog opens.- Adjust as needed (frame rate for game, priority for SL).
- Click Export. File downloads.
- Import in target platform. Test.
Edge cases
Animation with no keyframes
Exporters require at least one keyframe per track. Empty clips export as a single static pose at the rest position.
Very long clips
Clips over 60 seconds export fine but file sizes grow linearly. A 60s GLB at 30 FPS for a 50-bone humanoid is ~1-2 MB; a 5-minute clip is ~10 MB. For large file sizes, consider splitting into segments.
Custom rig with non-standard bone names
GLB and BVH preserve bone names exactly. The target platform may not recognize them — use Retarget Studio before export to map onto a standard rig if your target requires it.
Materials look different in target
Material rendering differs across engines. Kinetiq exports PBR materials per the glTF spec, but Unity / Unreal / Three.js have slight differences in PBR interpretation. Tweak materials in the target after import if needed — the animation is the priority, materials are platform-specific decoration.
Related
- Platform Support — detailed per-platform export tips
- Quality Score — pre-export validation
- Roadmap — FBX export status and timeline