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Write Animation FBX

Write FBX exports a mesh. This exports the animation instead - the skeleton plus its bone keyframes, read straight off the Animation wire, so whatever a Pose Animation Sequence node baked into thos...

Write Animation FBX node

The Write Animation FBX node

When to use it

Write FBX exports a mesh. This exports the animation instead - the skeleton plus its bone keyframes, read straight off the Animation wire, so whatever a Pose Animation Sequence node baked into those keyframes upstream comes along with it. Use this when the take itself is the deliverable; use Write FBX when you need geometry.

There is no file-path pin - the Write FBX button pops the save dialog itself, same as the mesh exporter.

An empty or invalid Animation input fails with a node error before any dialog appears. Float curves - morph target weights and the like - are not part of the animation wire, so they never reach this file; only bone transforms do.

How to use it

  1. 1

    Connect an animation to the Animation input pin

  2. 2

    Tweak axis / scale / ASCII settings on the details panel

  3. 3

    Click Write FBX — choose a destination, file is written

Pins

Pin Type Description
Animation Animation The animation to save. Its skeleton and bone keyframes come through, including any in-graph pose edits.

Settings

Setting Type Description
Coordinate System Choice Handedness written into the file's header, so the app opening it knows which way round the skeleton is meant to be.
Front Axis Choice Which axis the file should call forward.
Up Axis Choice Which axis the file should call up. Set it to Y for Maya, leave it on Z for anything coming back into Unreal.
Scale Number Multiplies every bone translation on the way out. Leave it at 1 to keep the skeleton at the size it is here.
Export As ASCII True/False Writes readable text instead of binary. Handy when you need to look inside the file, but it runs about five times bigger.