Exporting mesh animations using Bones and Skin Modifier, compatible with USDZ. Ideal for rigged objects like mechanical parts, furniture with moving pieces, or characters.
Step 1: Prepare your mesh
- Attach all parts (e.g., cabinet + drawers) into a single mesh
- Right-click → Convert to Editable Poly
- Use Attach to merge all objects
- Rename the mesh clearly (e.g., Cabinet_Main)
Step 2: Create a skeleton (bone hierarchy)
- Go to Create > Systems > Bones
- Create one bone per animated part (e.g., Bone_Drawer1, Bone_Drawer2, etc.)
- Create a Dummy or extra bone as the root (e.g., Root_Bone)
- Use Select and Link to parent all bones to the root:
Step 3: Skin the mesh
- Select the mesh and apply a Skin Modifier
- In Add Bones, add all bones (Bone_Drawer1, etc.)
- Assign vertices to each bone:
- Enter Envelope mode
- Enable Vertices + Select
- Select the correct vertices per part
- Use Assign Weight or Weight Tool to set 1.0 weight to the matching bone
Only assign each group of vertices to one bone for rigid motion (no deformation).
Step 4: Animate the bones
- Enable Auto Key
- Animate each bone at different frames (e.g., drawers moving forward)
- Make sure the bones are moving, not the mesh directly
Step 5: Export with Babylon
- Menu: Rendering > Babylon File Exporter
- Set format to .glb
Check these options:
- Export animations
- Auto bake animations
- Export tangents (optional for normal maps)
- Export only selected (if needed)
- Important: Babylon supports only one SkinnedMesh per skeleton hierarchy
Notes
- All bones must be under a single root hierarchy (Dummy or Bone)
- Only one mesh with one Skin Modifier allowed
- Perfect for structured motions (drawers, robotic arms, etc.)
- USDZ does not support multiple skins or morph targets
Important Note: Avoid 2-Sided Materials
USDZ does not support 2-sided materials. Using them may result in faces not rendering correctly or disappearing in AR viewers (such as iOS Quick Look or Safari).
To ensure proper compatibility:
- Do not enable the 2-Sided checkbox in Standard or Physical Materials
- Avoid using the 2-Sided Material shader node (with Front and Back slots)
- Always check your face normals and ensure they are facing outward
- If you need both sides visible, duplicate the geometry and flip normals manually
Use the Normal modifier in 3ds Max or manually flip polygons in sub-object mode to correct normals.