Also note that modifiers used on objects with shape keys will lost their effect: if you can't apply modifiers manually, they will not be applied on Sketchfab.An object animated by more than one armature.Another example: if you Mirror an animated object, you will not get the same result on Sketchfab. Animations based on modifiers that are not Armature modifiers: if you use a Hook or a Mesh deform modifier, its effect will be lost or buggy on Sketchfab.As workaround, you can generate vertex_groups from envelopes. Deformation by bone's envelope is not yet supported.There are still some of them that will have no effect on Sketchfab: All actions are baked using your current scene fps setting (so that the speed in the same within Blender and on Sketchfab)Īt the moment, we don’t support all Blender’s animation features.The duration corresponds to the current Blender scene duration If your scene has several animated objects : you get one single animation, where all objects are animated by their current active action.If your scene has only one animated object (action, nla_tracks): each available action leads to an animation with the same name.This is something we will improve in the future. Cardinal ), your animation will not look exactly the same once uploaded. So if you use other interpolation type (e.g. Note that the interpolation for absolute shape keys is not taken into account for now, it will always look as if it was set to Linear. Shape keys : we currently support relative and absolute shape keys.Constraints : objects moved by constraints in Blender will also be animated on Sketchfab.Armatures are animated by both solid and bone animation.Object are animated with solid animation.You can follow the conversation, report bugs, and contribute tips on the forum. We are actively working to make this feature more robust and reliable, and we would love to get your feedback.
We support animations in the native Blender.