Yes, the vast majority of models are compatible with Blender 4.0 and above. If you encounter issues with IK/FK switching or broken drivers in older model versions, feel free to contact us — we’ll assist you with upgrade suggestions or provide a fixed version.
Before exporting to FBX, please make sure to:
Delete controllers and driver bones, and keep only the skinned bones;
Bake animations onto the skinned bones;
Match the coordinate axes and unit settings with the target software (e.g., Z-up for Unreal Engine);
Enable "Only Selected" and "Bake Animation" in the export settings.
These steps help prevent chaotic skeletons or missing animations after import.
Blender has limited native support for .glb and .usdz export:
.glb and .gltf support basic mesh, textures, and materials — suitable for static pose;
.usdz is not natively supported — you’ll need to convert using Apple’s official tools or third-party add-ons;
If your model includes hair, drivers, or shape keys, we do not recommend exporting directly in these formats. Instead, export a simplified mesh version.
We recommend exporting hair in Alembic (.abc) format:
Enable Export Root UV in the export settings;
Use Unreal Engine’s Groom plugin for import;
UE will automatically recognize curve data and generate controllable hair assets.
⚠️ Note: Hair particles cannot be preserved through FBX export — avoid using FBX for hair.
Please make sure you've followed these steps:
Deleted controllers and non-skinned bones;
Baked animations to the skinned skeleton;
Exported FBX with Unreal-compatible settings (e.g., enabling "Armature").
If the issue persists, please share a screen recording or screenshots — we’ll help you troubleshoot.
We don’t use Cinema 4D and cannot confirm compatibility. Theoretically, you can import via FBX or OBJ, but controllers, constraints, and hair effects may be lost. Simplify the model before attempting import.
Facial rigging supports basic expression control, but the models aren’t optimized for Unity and do not include Unity-specific lip sync systems. For real-time lip sync, you’ll need to manually set up BlendShapes or bone drivers in Unity.
This occurs due to incompatibility between Blender rigging and Cascadeur, particularly with soft bones, constraints, and drivers. Export only basic skeleton animations by removing constraints beforehand.
Blender doesn’t natively support STEP export. STEP is primarily used in CAD software (e.g., SolidWorks). Use third-party tools like FreeCAD for format conversion.
Check the following:
Alembic export includes Root UV
UE uses compatible Groom material and LOD settings
Hair textures are properly bound and follow PBR standards
Suggested workflow:
Keep only skinned bones, delete drivers and controllers
Bake animations before export
Import into Houdini for a clean joint system
If controllers are needed, re-rig within Houdini.
FBX does not support Blender’s controller constraints/display settings. Before exporting:
Keep only skinned bones
Bake animations
Disable all IK/FK drivers and shapekeys
We don’t use USDZ and can’t ensure export quality. You may try using Apple’s Reality Converter or Blender add-ons, but hair and rigging won’t be preserved.
Ensure:
“Include Materials” is checked
Texture files exist and path names have no Chinese/special characters
Texture formats are .png/.jpg or other standard types