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Description
I have written a small tutorial, for myself really, on all the steps to export a rigged character from Blender to PlayCanvas. It's a bit tricky - and I didn't find any tutorials on the subject. Interested in a PR for the docs?
title: Importing Character Animations from Blender
tags: [animation]
thumb:
Exporting a rigged and animated mesh from Blender to PlayCanvas using the glTF format can result in missing weights or deformation if the export settings are not correctly configured. This guide outlines the necessary steps to ensure successful export and import of a skinned character with animation and weights.
Preparing the Rig in Blender
Rigify Basic Human rig works great in PlayCanvas (unlike Unity3D).
Before exporting, confirm the following:
- The mesh is correctly bound to the armature using an Armature Modifier.
- The rig must be parented under the mesh in the Outliner.
- The origin of the mesh and armature are aligned.
- All transforms are applied (
Ctrl+A→ Location, Rotation, Scale).
Important: Parent the armature to the mesh (not vice versa) in Blender. In the outliner, ensure the mesh is the parent node, which keeps the skinned mesh at root level in glTF—required by PlayCanvas to correctly interpret weights.
Key Export Settings
When exporting to .glb or .gltf, go to File → Export → glTF 2.0 and configure:
Skinning Export Settings:
Export Settings:
- Include → Selected Objects (if using selection)
- Include Skinning
- Include Animations
- Format: glTF Binary (.glb) (recommended for simplicity)
- Export Deformation Bones Only
This removes non-deforming bones (like IK controllers) which PlayCanvas doesn't need and may misinterpret.
Fixing Validator Warnings
After exporting, validate your .glb using the glTF Viewer. If you see:
NODE_SKINNED_MESH_NON_ROOT→ Make the mesh a root object.ACCESSOR_INVALID_IBM→ Apply transforms.
If you don't see any errors, it should be good to go!
Importing to PlayCanvas
- Upload your
.glbfile to the Assets panel. - A Model and Animation asset should appear.
- Preview the animation in the Assets panel.
Summary
This process ensures the full armature-based animation, including skinning weights, transfers cleanly from Blender to PlayCanvas. Avoiding non-deforming bones, improper parenting, or unclean transforms is key to achieving predictable and correct results.