Legacy Reference

Exporting Bones and Animations

Animation Export contains the settings for exporting skeleton and animations for skinned character models. When you add a node to the Geometry Export list, its skeleton root bone is also added to the Animation Export list. When exporting your skeleton bones (.chr), you should have only one node in the Geometry Export list.

You typically don't need to configure the Animation Export settings if you have your skin mesh node listed in the Geometry Export list. However, the ability to directly edit this list may be helpful. For example, if you want to export animations for only the upper body.


You must export your animations using the 30 FPS frame rate setting, otherwise the Asset Processor will fail. You can set this value in the Time Configuration dialog under Frame Rate.

Use the following procedure to export character skeleton bones. Child bones are also exported.

To set bone export options for 3ds Max

  1. In 3ds Max, choose Utilities tab (hammer icon), and then choose More.

  2. In Utilities, double-click Lumberyard Exporter.

  3. In Geometry Export, choose the node in the viewport, and then choose Add Selected.

  4. In Animation Export, choose the desired options as listed in the following table, and then choose Export Bones.

    Bone Export Options

    Option Description
    use object bones (Lock) Use the bone of the geometry target listed in Geometry Export.
    Ignore Dummy bones Prevent exporting any dummy bones that are in the bone hierarchy.
  5. (Optional) In order to export animation data, within the Animation range you can specify the animation range for a character's skeleton. Use the various parameter options in the following table.

    Animation Range parameters

    Parameter Description
    Entire timeline Use the full timeline length.
    Custom Use the customized length by specifying the start and end frames.
    Multiple custom ranges Use specified multiple animation ranges (for details, see the following procedure).

To edit multiple custom animation ranges

  1. In Animation Export, choose Edit custom ranges.

  2. In Animation Sub-Ranges, double-click <New Range> and then enter a name.

  3. Use the arrows to specify the start and end frames.

  4. Click the (...) icon and then choose an export file path for the animation range.