When you are ready to export animation data that meets Roblox's emote specifications, it's important to review the following prerequisite information and step-by-step instructions for the .fbx or .gltf export files so that you don't run into any errors for the import process.
Prerequisites
When you export a character model with full body animation or FACS animation data, ensure that your animation timeline's Start and End include the entire range of your animation.

Blender export settings
Blender allows you to export your character model and animation data as either a .fbx or .gltf file. If you are exporting it as a .fbx file, familiarize yourself with Blender's FBX scaling to ensure that you successfully import the model into Studio at the correct scale.
To export your character model with animation data in Blender as a .fbx file:
Ensure your project's animation timeline has the correct Start and End range of all your keyframes.
In the topbar, click File > Export > FBX (.fbx). The Blender File View window displays.
On the right-hand side, set Path Mode to Copy, then toggle the Embed Textures button.
In the Include section, enable Custom Properties.
In the Transform section, set Apply Scalings to FBX Unit Scale. If you run into scaling issues on import, see Blender FBX scaling for alternative approaches.
In the Armature section, uncheck Add Leaf Bones.
Enable and expand Animation, then:
- Uncheck NLA Strips, All Actions, and Force Start/End Keyframes.
- Set Simplify to 0.0.
Click the Export FBX button and save the .fbx to the directory of your choice.

Maya export settings
To export your character model with animation data in Maya as a .fbx file:
In the topbar, click File > Export All. The Export All window displays.
Near the bottom of the window, click the Files of type dropdown, then select FBX export.
On the right-hand side of the window, navigate to the Options... section.
In the Geometry section, enable Smooth Mesh and Referenced Asset Content.
In the Animation section, enable Animation. Avatar characters with dynamic heads require animation data.
Enable Bake Animation.
If you need to import textures as a .png, in the Embed Media section, enable Embed Media.
In the Advanced Options section,
- Navigate to Units, then enable Automatic.
- Navigate to Axis Conversion, then set the Up Axis property to Y.
Click the Export All button and save the .fbx to the directory of your choice.
