Blender
Last updated 5 September 2026
The simplest way: import the FBX
File → Import → FBX, pick the download, keep the defaults. You get the armature with an action on it and, if you exported with GLB or FBX, the mesh skinned to it. Press Space in the viewport to play. The action is named after the prompt so several imports stay distinguishable in the Action Editor.
If your working file already has the character, import the animation FBX into it and use the Action Editor (Dope Sheet → Action Editor) to assign the new action to your existing armature; the bone names match, so every channel lands.
Scale and orientation
The export uses the units and orientation of the file you uploaded, converted through the FBX exporter. If the armature imports 100× too small, set Scale to 100 in the importer's Transform panel, or apply a scale after import (Ctrl+A → Scale) - the animation scales with it.
Leave Automatic Bone Orientation off for the animation import if you want the bone rolls exactly as generated; turn it on only for viewing convenience.
Using the BVH
BVH is the exchange format every animation tool reads: File → Import → Motion Capture (.bvh). It carries the skeleton hierarchy and the rotations, no mesh. Use it to feed the motion into tools that do not take FBX, or as a source for retargeting inside Blender with Rokoko Studio Live, Auto-Rig Pro or the NLA.
Editing on top
Everything is plain keyframes, one per frame at 30 fps. To edit comfortably, add an NLA strip from the action and layer your changes in a new action above it, or run Bake Action with Clean Curves to thin the keys before hand-tweaking.
Rigify and custom rigs
Upload the deform skeleton (the DEF- bones for Rigify, exported with Only Deform Bones), and the download comes back on those bones. Control rigs are not animated directly; drive the deform bones with the imported action, or retarget onto the controls with the Rigify Animation Tools.
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