Animations

Bone and keyframe animations

Animations store time-varying data (transforms, skeleton joints, blend shape weights, cameras).

How it works

  • Channels: translation/rotation/scale curves per node; interpolation (step/linear/cubic).
  • Clips: separate takes or actions; engines may blend clips with state machines.
  • Baking: constraints/procedural motion often baked to keyframes on export.

Use cases

  • Character locomotion and cinematics
  • Camera paths and product turntables
  • UI micro-interactions in real-time scenes

Interoperability notes

  • Euler vs. quaternion rotations and axis conventions can change playback.
  • Retargeting between rigs requires matching hierarchies/retarget maps.
  • Keep clip names/durations consistent across exports for automation.

Formats that support animations

Convert 3D