Exporting simple transform animations (position, rotation, scale) - no bones, no skin, no morphs.
Step 1: Animate using keyframes
(Skip this if your objects are already animated)
- Select the object (e.g., drawer, box, part)
- Enable Auto Key
- Set keyframes on Position / Rotation / Scale at different frames
- Play the timeline to preview
- Important: Each animated object must be a separate mesh
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".
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)