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About Digital Art / Professional Dennis HauptMale/Germany Groups :iconblendergameart: BlenderGameArt
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This is a Tutorial on how to export a model with animation as fbx file out of Blender.

Exporting to fbx with included animation out of Blender is a difficult thing, especially if you
want to use it for 3D web applications like Verold or the coming soon animation feature
on Sketchfab, it is important to reduce the animation keyframes, so the animation runs
smoother and also the whole scene will loads faster. After the export, the result often
looks not like you have made it in Blender or in the worst case you get a crazy moving
polygons salad on the screen, also the export may take a lot of time or fails. This is why
i wrote this tutorial.
There are a lot of things you need to consider, like the number of
keyframes, inverse kinematics and bone constraints are not supported like in blender
and it is better to have only one animation in your fbx file after the export.

I used the Blender version 2.70 for the export, because there are some problems
with the fbx exporter under 2.74.

For this tutorial I decided to used my animated dragon, because it has a lot of animation
bones, actions and bone constraints, what can cause problems if you simply export it
as fbx. Also, I will show you how to keep the numbers of the keyframes small by using
bake actions.


1. Export the animation as a bvh (motion capture file).

I did a lot of animation for this dragon, but I only want to export the idle animation now,
so I go into the Pose Mode (1), then I press the a key to select all bones,
now I choose the idle animation (2) into the Drop Sheet Editor.

Now I export the bvh.
File/Export/Motion Cature (. bvh).
The bvh exporter will only export the current action and this is good.


2. Separate the model from the armature and save the blend file.

I select the armature and then I press the x key to delete the armature object.

Also, I delete the armature modifier from the object.

Now I save my file.


3. Setup the export scene.

I need an empty scene, so I click on Load Factory Settings under File,
then I delete the default cube and the camera.

I Append the model of my dragon.

1. Select the blend file
2. Objects
3. The object you want to append


Next I need to import the bvh Idle animation.
File/Import/Motion Capture (.bvh)

After importing the bvh file the armature rotation needs to be corrected.

I select the armature and fix the x rotation under the transform sector.
0° to -90°


It is important to apply the rotation, So I select the armature by
pressing Crlt + p key and then I click on Rotation to apply.
Next I need to connect the Model with the armature.
I select the model first and then I select the armature with Shift key pressed.
Now I press Crlt + a, then I set the parent to Armature Deform.


4. Reducing the keyframes.

Reducing the key frames is important, it speeds up the animation playback,
it reduces the file size and the whole scene loads faster. So now I go into the Pose Mode,
press the a key to select all bones, and then I click on Bake Action...

1- Enter the last frame of animation here
2- Defines the frame step, 3 should be okay

Before Bake Action...

After Bake Action...
Now the file is ready for export.


5. Exporting and Testing.

File/Export/Autodesk FBX (.fbx)

For testing my exported file, I use the Autodesk FBX Converter
Just drag and drop the file into the program.


Hope it helps :)
Rendered in Mandelbulb-3D as a 360° Panorama image, later I unwrapped the image in Blender on a sphere object, then I just uploaded to Sketchfab, done ^^.

Mandelbulb 3D is a free and awesome software to create 3D fractal images :)

Here are eight results I made:

Ball of Steel (Level System) - Work in progress by DennisH2010
Ball of Steel (Level System) - Work in progress
Just testing the player level system in my new game projekt called "Ball of Steel".
The sounds and the enemy-models are just placeholders which I will rework later,
first I would like to create a nice game dynamic. Updates coming soon.

Remote-controlled missiles - Blender Game Engine by DennisH2010
Remote-controlled missiles - Blender Game Engine
Here are two controllable rocket types for the Blender Game Engine.
Download: .…

Blender 2.72b

Basic Controls:

You can shoot those rockets with the left and right mouse button.

Rocket 1 (Left mouse button):

A Rocket which tracks the mouse cursor, as we know it from some Games.

Rocket 2 (Right mouse button):

A Rocket with a built-in camera is controlled by mouse movement.

P-Key.................Starts the Game Engine

W-Key.................Move forwards

S-Key.................Move backwards

D-Key.................Move to the right

A-Key.................Move to the left

Hold Spacebar.........Player moves faster


F-Key.................Changed the daytime forward

B-Key.................Changed the daytime backward


This Blend file only works correctly with Blender 2.72 and with higher versions, i hope.


DennisH2010's Profile Picture
Dennis Haupt
Artist | Professional | Digital Art

my name is Dennis Haupt also known as DennisH2010, I live in Thuringia Germany and i started with Blender since version 2.43.

I love 3D, Modeling, Texturing, Rigging, Animating ...>>>...........................................

If you want to download some of my blend files then check Cgtrader or Sharecg:
Cgtrader >>>
Sharecg >>>…

My 3D-Gallery on…

My Animation-Gallery on…

My Blog :

My YouTube-Channel:…

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lecristal Featured By Owner Jun 26, 2015  Professional Digital Artist
je vous souhaite la bienvenue dans ce groupe
I welcome you in this group
DennisH2010 Featured By Owner Jun 26, 2015  Professional Digital Artist
Lady-Compassion Featured By Owner Jun 24, 2015  Hobbyist Digital Artist
Welcome to  :iconxtremefractals: :iconballoonsplz:
DennisH2010 Featured By Owner Jun 25, 2015  Professional Digital Artist
GraphicLia Featured By Owner Jun 12, 2015
:wave: Welcome to :iconfractalphiles: :)
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