# FBX→GLB Converter Research — what to learn from external tools & skills Date: 2026-07-30 Scope: survey of established FBX→GLB converters, retargeting tools, and published Claude skills, cross-referenced against our pipeline (`tools/cc_retarget.py`, `mixamo_retarget.py`, `kevin_retarget.py` + `loop_qc.py`/`loop_fix.py`). Complements — does not replace — `plans/fbx-pipeline-plan-2026-07-21.md`, which this research largely validates. --- ## TL;DR — ranked recommendations | # | Change | Fixes | Effort | Source of technique | |---|--------|-------|--------|---------------------| | 1 | Enforce quaternion neighborhood in the baker (negate q when dot(qᵢ,qᵢ₊₁)<0) | latent rotation-flip pops at runtime | ~10 lines | Khronos glTF #1395/#2073, Magnum | | 2 | Post-export `gltf-transform resample` pass (slerp-aware, tol 1e-4, lossless) | dense 1800-frame bakes, GLB size | 1 script hook (Node stack already in repo) | glTF-Transform / keyframe-resample-wasm | | 3 | `gltf-validator` JSON output as a machine gate after export | silent malformed output | small | Khronos glTF-Validator (no published skill does this — we'd be first) | | 4 | Unmapped-bone diagnostics + mapping-quality score before retarget | silently degraded clips | small | blender-toolkit skill (Excellent/Good/Fair/Poor gate) | | 5 | Explicit rest-pose alignment step (A-pose→T-pose correction) | the open shoulders-~45°-off QA item | medium | avatar-asset-pipeline pose configs, ARP "Redefine Rest Pose", Godot Rest Fixer | | 6 | Bake twist-bone rotation into parent instead of dropping it | candy-wrapper forearms/thighs | medium | ufbx helper-node insight, standard practice | | 7 | Unified retargeter + JSON rig maps (already planned as P2/FR-3) | 3 divergent forks | planned | validated by avatar-asset-pipeline's declarative component design | | 8 | Motion QC thresholds beyond the loop seam (ground penetration, scale drift, heading jumps) | "green-verify-is-not-correct" | medium | blender-motion-state-inspection skill | | 9 | Evaluate soupday cc_blender_tools importer for CC FBX | stock-importer risk we already documented | evaluation spike | soupday docs: "do not use the standard Blender FBX importer" | | 10 | If GLB size ever matters: meshopt (not Draco) + gltfpack-style quantization | — | later | gltfpack (12-bit rot / 16-bit trans / 30 Hz defaults) | Items 1–4 are cheap, independent, and zero-risk to output quality. Item 5 closes our single biggest open correctness question. --- ## 1. What the established converters teach ### FBX2glTF (Facebook, archived; Godot fork) - Pattern worth keeping (we already follow it): **correctness by evaluation, not translation** — never convert FBX curves directly; sample the evaluated transform per frame. FBX2glTF bakes everything at a fixed rate exactly like our depsgraph-evaluate loop. - Its failure modes (GeometricTransformation pivots mishandled — [fork #56](https://github.com/godotengine/FBX2glTF/issues/56); skeleton defects that made Godot abandon it) confirm Blender-headless was the right lane. - Blend-shape lesson: morph normals/tangents in FBX are "rarely correctly present" — if we ever carry facial morphs, don't export morph normals unless verified. ### glTF-Blender-IO (what our export actually runs through) - Armature export is always sampled; rest pose is the baseline for the relative TRS it writes. **If our armature rest ≠ the game skeleton rest, the export silently differs** — reinforces the plan's QC-1 `verify_target.py` (pinned rig vs live game rig, tol 1e-5). - Known issues we should pin settings against: sampling keys all bones (#1432/#2657), stepped keys become linear (#842). Action: set `export_force_sampling`, `export_frame_step`, `export_optimize_animation_size` and the `keep_anim_*` flags explicitly per Blender version instead of trusting defaults (we already set the first and last — add the rest). ### ufbx — the best-documented catalog of FBX semantics - **Rest pose ≠ bind pose is legal FBX.** Correct converters trust skin-cluster matrices (`geometry_to_bone`), never the node hierarchy at time 0. (assimp gets this wrong — [assimp #4015](https://github.com/assimp/assimp/issues/4015) — which is why it's disqualified for rigged characters.) Relevant to our A-pose question: iClone's "T-pose export" only prepends a T-pose *frame*; the skin bind stays A-pose. - Scale-inheritance and geometric-transform mismatches with glTF are solved by inserting **helper nodes** — the explanation to reach for if iClone props/twist bones ever explode. - Baking niceties: don't re-resample tracks that are already dense (`minimum_sample_rate` guard); reduce keys *after* baking, not by blind resampling. ### glTF-Transform (directly usable — Node + gltf-transform already in repo via `bake_run_punch.mjs`) - **`resample()` is lossless keyframe dedup**: drop interior keys exactly reproduced by interpolating neighbors, using the track's real mode — **slerp-aware for rotations**, default tolerance 1e-4 (algorithm: [keyframe-resample-wasm](https://github.com/donmccurdy/keyframe-resample-wasm)). Perfect complement to our bake-every-frame approach; free size win, zero quality risk. - Compression fact: **Draco compresses mesh primitives only. meshopt (EXT_meshopt_compression) also compresses animation samplers** — meshopt is the only correct choice for our animation-only GLBs, if size ever matters (needs gzip/brotli outer layer to pay off; Godot must support the extension — verify before adopting). - Community warning (blender-kiln skill): never run `gltf-transform optimize` as one blob — its simplify pass can destroy assets; apply individual steps (`resample`, `prune`, `dedup`) sequentially. ### Keyframe reduction done right — ozz-animation - ozz's `AnimationOptimizer` measures error as **world-space distance at the end of the joint's child hierarchy** (default tolerance 1 mm, probe distance 0.1 m, per-joint overrides). Far better than per-channel epsilons: tighten fingers/feet, loosen spine. The metric to copy if we ever add lossy reduction on top of `resample()`. - gltfpack's shipping defaults — 30 Hz resample, 12-bit rotation / 16-bit translation quantization — calibrate "what players don't notice." ### Quaternion continuity — a latent bug we likely have - glTF runtimes disagree on >180° rotation steps (lerp+normalize vs slerp, shortest-path ambiguity — Khronos [#1395](https://github.com/KhronosGroup/glTF/issues/1395), [#2073](https://github.com/KhronosGroup/glTF/issues/2073)). Blender's matrix decomposition does **not** guarantee quaternion sign continuity frame-to-frame. - Fix at bake time in `retarget_one()`: keep the previous frame's quaternion per bone; if `dot(prev, cur) < 0`, negate `cur` before `keyframe_insert`. ~10 lines, applies to all three retargeters (or the future unified one). - Also: never use CUBICSPLINE samplers for rotations (overshoot — Khronos #2008). We export sampled/linear, so we're fine there. --- ## 2. Retargeting techniques ### Godot's fixed-skeleton retargeting (closest published design to our Quaternius lane) - `SkeletonProfileHumanoid` + BoneMap + **Rest Fixer** with: - *Overwrite Axis* — rewrite all bone rests to canonical profile rests (their version of our "rig onto the clip rest" move). - *Fix Silhouette* — A-pose sources corrected toward the T-pose profile (documented limitation: can't fully fix bone roll). - *Remove Unimportant Positions* — strip position tracks from everything except root/hips. **We already comply** (rotation-only except pelvis/root) — validated. - *Normalize Position Tracks* — scale hip translation by source/target hips-height ratio (`motion_scale`). **Our `tscale` is the same idea** — validated, keep it. - Docs: https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/retargeting_3d_skeletons.html ### Rest-pose alignment (our open weakness #1) Every serious retargeter has an explicit rest-alignment step; we have none: - **Auto-Rig Pro Remap**: map → *Redefine Rest Pose* (snapshot a corrected source pose as the retarget basis) → retarget → per-bone offsets → bake. The proven order of operations. - **avatar-asset-pipeline** ([infosia](https://github.com/infosia/avatar-asset-pipeline)): declarative JSON pipelines with an A-pose↔T-pose component driven by a **pose config file** (quaternion per bone). Closest architectural analog to our planned `pipeline/retarget/rigs/*.json` — extend the rig-map JSON schema with an optional `rest_correction` block of per-bone quaternions applied to the source rest before computing `C`, and the A-pose problem becomes data, not code. - **soupday cc_blender_tools** maps skin bones **by iClone ID rather than name** and explicitly warns against Blender's stock FBX importer ("Automatic Bone Orientation" alters joint rotations and breaks round-tripping). It retargets armature *and* shape-key animation. Worth a spike: import one known-problem CC FBX both ways and diff the baked curves. ### Twist bones (our weakness #2) We currently drop `*Twist01/02` rotation entirely → candy-wrapper forearms/thighs. Standard fix: compose the twist bone's captured rotation into its mapped parent (upperarm/lowerarm/thigh) before writing the target key — the twist joints exist to *distribute* roll, so discarding them loses real roll. (ufbx's helper-node machinery is the deep version; composing into the parent is the cheap correct-enough one for a rig with no twist joints on the target.) ### Further afield (noted, not recommended now) - Unity Mecanim: retarget in normalized "muscle space," then IK-correct hands/feet — the principled fix for foot slide, heavyweight. - ossos (Ubisoft IK-Rig style): motion as normalized IK targets re-solved on the target — the modern answer when proportions differ wildly. Prototype-quality. - Root Motionist add-on: hip→root channel migration pattern, if we ever need root-motion variants (currently banned in-game). --- ## 3. Published Claude skills — what exists, what to borrow Nothing published covers our exact lane (FBX skeletal retarget → game GLB with numeric animation QC); our `loop-qc` agent is already ahead of public art. Reusable pieces: - **blender-motion-state-inspection** ([SKILL.md](https://github.com/ksmithRenweb/everything-claude-code/blob/main/skills/blender-motion-state-inspection/SKILL.md)) — "measure, don't eyeball" QC playbook with thresholds worth adopting into a broader motion-QC gate alongside loop-qc: ground penetration >1–2 cm visible; scale drift >5% = rig problem; root heading jump >30°/frame suspicious. Sample frames *likely to expose errors* (contact, airborne, extremes), check source integrity before blaming the retarget, report facts (frame numbers, coordinates) before verdicts. - **blender-toolkit** ([kevinbadi/blender-skills](https://github.com/kevinbadi/blender-skills)) — only published skill with a real retargeting workflow. Borrow: named bone-map presets as skill assets, and a **mapping-quality score** (Excellent/Good/Fair/Poor by critical-bone coverage) that gates whether the pipeline may proceed autonomously — direct fit for the plan's FR-2 (reject with unmapped-bone list). - **blender-kiln** ([elithril](https://github.com/elithril/blender-kiln)) — best-structured 3D skill: thin SKILL.md dispatcher + deep `references/` files, phase-gated pipeline with mandatory state-read before each phase, scale sanity via reference dimensions (character ≈1.75 m — same trick as our 1.700 m AccuRig rule), batch manifest pattern. - **VibeCAD render-glb** ([rawwerks](https://github.com/rawwerks/VibeCAD)) — GLB→PNG so the agent can *see* its output. Rendering 3–4 keyframes of a retargeted clip to PNG would partially automate the mandatory human-eyeball QC-3 step (catches upside-down/T-posed/ exploded output; still not a substitute for motion judgment). - **anthropics/skills docx pattern** — the canonical file-conversion skill structure our `animation` skill could adopt more fully: decision table routing by source type (Mixamo / CC / Kevin → script + bone map), explicit Gotchas section (AccuRig 4 cm offset, Dummy export, External Motion skating), pinned script invocations, and an explicit SHIP / NO-SHIP verdict at the end. - **gltf-validator gap**: no published skill or agent workflow wires [Khronos glTF-Validator](https://github.com/KhronosGroup/glTF-Validator) in as a machine-checkable gate — everyone stops at `gltf-transform inspect` + eyeballing. Adding `gltf-validator -o json` after export is cheap and genuinely novel. --- ## 4. What this validates in the existing plan `plans/fbx-pipeline-plan-2026-07-21.md` is independently confirmed by this research: - Unified retargeter + JSON rig maps (P2/FR-3) = avatar-asset-pipeline's architecture. - Reject-with-unmapped-list (FR-2) = blender-toolkit's mapping-quality gate. - `verify_target.py` pinned-rig check (QC-1) = the glTF-Blender-IO rest-pose-baseline risk. - Intake T-pose WARN (IC-3) = every retargeter's rest-alignment prerequisite. - Fail-loud + atomic writes + provenance (NFR-1/2) = table stakes in every surveyed tool. Two additions this research argues for beyond the plan: 1. A **`rest_correction` per-bone quaternion block** in the rig-map JSON schema (turns the A-pose fix into data). 2. A **post-export normalize step** in FR-1's single command: quaternion-neighborhood fix (in-baker) → `gltf-transform resample` → `gltf-validator` gate → optional render-to-PNG contact sheet.