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Rig & Animation Exporter

Exports static and skeletal meshes and batches of animation clips from Maya to Unreal, using a per-rig binding so exports always ship the right joints.

Rig & Animation Exporter

What it does

Exports static and skeletal meshes to Unreal, plus batches of animation clips, through one FBX pipeline. Skeletal export writes a rig binding the animation exporter reads later, so it knows exactly which joints to bake. Animation clips bake in a background process, so it never touches your open scene.

Quick start

  1. Save the scene under a registered project, or set an output folder manually.
  2. Select mesh(es) for a static export, or a joint plus skinned mesh(es) for skeletal, then press Alt+Shift+E to export.
  3. For a repeatable list, open the Export popover, add entries, then Export Checked, Selected, or All.
  4. For animation, set the playback range, open the Anim tab, add a clip from range, assign the rig, then export. You’ll be asked to save first, since the bake reads the saved file.

Good to know

  • Animation export reads the rig’s last skeletal binding; re-run skeletal export if it’s missing or stale.
  • Root motion isn’t wired into the UI yet; animate the world control by hand.
  • Two clips sharing an output filename block export rather than overwrite each other.