How to export Position/Rotation/Scale Animations from 3ds Max to GLB (USDZ Compatible)

Exporting simple transform animations (position, rotation, scale) - no bones, no skin, no morphs.

Animation 1

Step 1: Animate using keyframes

(Skip this if your objects are already animated)

  1. Select the object (e.g., drawer, box, part)
  2. Enable Auto Key
  3. Set keyframes on Position / Rotation / Scale at different frames
  4. Play the timeline to preview
  5. Important: Each animated object must be a separate mesh

Animation 2

Step 2: Open Babylon Exporter

Go to:

Rendering > Babylon File Exporter

Choose export format:

GLB (.glb) - best for USDZ conversion

Step 3: Export settings

In the Babylon Exporter window:

  • Export animations → checked
  • Auto bake animations → checked
  • Export only selected → optional
  • Do not use bones or skin for this method

🎯 Keep all animated objects selected before export if using "Export only selected".

Animation 1

Step 4: Export

  • Click Export and save as .glb
  • Wait for the export process to complete (check log if needed)

Notes:

  • Animations must be on transform tracks (no modifiers or vertex animation)
  • Works great for mechanical or modular motions (drawers, doors, panels)
  • USDZ does not support vertex-level animation or morphs via this pipeline
  • Exporting Bone-Based Animations from 3ds Max to GLB (for USDZ)