Blender FBX export to UE

Export Ready Player Me avatars from Blender as FBX for use in UE.

1. Export FBX from Blender

  1. Download the avatar .glb file you want to use.

  2. Open Blender on an empty scene.

  3. Select File>Import>GLTF 2.0 and then select the .glb file you downloaded.

  4. Wait for the import to complete and the model to appear in your Blender scene.

  5. Select File/Export/FBX. The Blender File View window opens.

  6. Notice the Operator Presets on the right.

  7. Adjust them as shown in the FBX Export Settings below.

FBX Export Settings

The following instructions assume that your current FBX export settings are the Blender Operator Defaults.

2. Convert to Mixamo compatible skeleton

Importing the exported FBX straight from Blender into Unreal Engine and trying to use the RP_Mixamo_Skeleton will cause an error labeled "FAILED TO MERGE BONES".

Before you import your FBX file into Unreal Engine, you must upload the exported FBX to Mixamo and then download it again. This is because Mixamo applies modifications to the skeleton structure/transforms that make it compatible with the Mixamo animation library.

Without this step, there will be UE import errors that make the FBX file incompatible with the Ready Player Me reference skeleton and animation blueprint.

  1. Open mixamo.com and login as required.

  2. Click Upload Character and upload the avatar FBX you have exported from Blender.

  3. Follow the prompts until you see your model in the 3D preview.

  4. Click Download.

See also Loading Maximo Animations.

3. Import into Unreal Engine

Drag the FBX into your project, adjust FBX Import Options, then Import.

  • Set the Skeleton to use RPM_Mixamo_Skeleton.

  • Under Advanced, check Import Morph targets if you require them.

  • Under Miscellaneous, check Convert Scene Unit to ensure the mesh is imported at the correct scale.

See Loading Maximo Animations for details.

Last updated

#130: Asset API

Change request updated