![](https://cdn.userecho.com/characters/115.png?1)
A way to export the animation at a specific frame to Maya/Blender?
Hello,
I'm wondering if there's a way to somehow bake a humanoid character's bone transform at let's say frame 25 and export that result to maya or blender (including the mesh). i don't need it to be animated just the pose itself, since in unity humanoid rig i'm not getting the exact match and will be very useful to actually see in maya how my character is posed after the unity humanoid setup.
Best Regards!
Answer
![](https://cdn.userecho.com/characters/80.png?1)
Hi skinwalker,
thank you very much for your support request.
You can just export the animation into the FBX file of your character using the "Update Existing File" mode. This preserves the mesh. If you only want to export frame 25, you can delete all other frames from the animation (or just select frame 25 in Maya).
Another possible way would be to have frame 25 selected in UMotion. Then click on the arrow next to the "Clear" button in the pose editor and select "Clear - Keep scene pose". The character is then going to keep the current pose. Then use Unity's FBX Exporter package (from the package manager) to export the character as it currently is.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Customer support service by UserEcho
Hi skinwalker,
thank you very much for your support request.
You can just export the animation into the FBX file of your character using the "Update Existing File" mode. This preserves the mesh. If you only want to export frame 25, you can delete all other frames from the animation (or just select frame 25 in Maya).
Another possible way would be to have frame 25 selected in UMotion. Then click on the arrow next to the "Clear" button in the pose editor and select "Clear - Keep scene pose". The character is then going to keep the current pose. Then use Unity's FBX Exporter package (from the package manager) to export the character as it currently is.
Please let me know in case you have any follow-up questions.
Best regards,
Peter