---
title: How to export Bone-Based Animations from 3ds Max to GLB (for USDZ)
description: Exporting mesh animations using Bones and Skin Modifier, compatible with USDZ. Ideal for rigged objects like mechanical parts, furniture with moving pieces, or characters.   Only assign each group of
---

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# How to export Bone-Based Animations from 3ds Max to GLB (for USDZ)

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

1. Attach all parts (e.g., cabinet + drawers) into a single mesh 
     1. Right-click → Convert to Editable Poly
     2. Use Attach to merge all objects
2. Rename the mesh clearly (e.g., Cabinet\_Main)

![Animation 2](https://help.realitymax.com/hs-fs/hubfs/RMAX%20EN/Animation%202.jpg?width=643&height=601&name=Animation%202.jpg)

#### Step 2: Create a skeleton (bone hierarchy)

1. Go to Create \> Systems \> Bones
2. Create one bone per animated part (e.g., Bone\_Drawer1, Bone\_Drawer2, etc.)
3. Create a Dummy or extra bone as the root (e.g., Root\_Bone)
4. Use **Select and Link** to parent all bones to the root:

![Animation 3](https://help.realitymax.com/hs-fs/hubfs/RMAX%20EN/Animation%203.jpg?width=688&height=571&name=Animation%203.jpg)

#### Step 3: Skin the mesh

1. Select the mesh and apply a **Skin Modifier**
2. In Add Bones, add all bones (Bone\_Drawer1, etc.)
3. Assign vertices to each bone: 
     1. Enter Envelope mode
     2. Enable Vertices + Select
     3. Select the correct vertices per part
     4. 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).

![Animation 4](https://help.realitymax.com/hs-fs/hubfs/RMAX%20EN/Animation%204.jpg?width=688&height=612&name=Animation%204.jpg)

#### Step 4: Animate the bones

1. Enable Auto Key
2. Animate each bone at different frames (e.g., drawers moving forward)
3. Make sure the **bones are moving**, not the mesh directly

#### Step 5: Export with Babylon

1. Menu: Rendering \> Babylon File Exporter
2. 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

![Animation 3](https://help.realitymax.com/hs-fs/hubfs/RMAX%20EN/Animation%203.gif?width=688&height=382&name=Animation%203.gif)

#### 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.

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