# How do I use my character in Unity, Unreal, Godot or Blender?

Source: https://bake3d.ai/help/use-my-character-in-unity-unreal-godot-blender
Last checked: 2026-10-09. Answered by Bake3D (https://bake3d.ai).

## Short answer

Download a rigged or animated GLB or FBX from the studio and import it like any other model. On the Pro or Studio plan, the Bake3D tools for Blender, Unity, Unreal and Godot can also make and import a character from inside the editor.

## In more detail

- **Blender:** use File, Import, glTF 2.0 for a GLB. Motions show up as actions. FBX import is checked in Blender 4.4.
- **Unity:** import the GLB with glTFast or UnityGLTF, or drop in the FBX. Set the rig to Generic, or to Humanoid only for a human-shaped character. For root motion, set the root node to `motion_root`.
- **Unreal Engine 5:** import as a Skeletal Mesh with Import Animations on. The root bone is `motion_root`, so root motion works as it is.
- **Godot 4:** drop the GLB into your project. Godot imports the skin and the clips on its own. It can read FBX too, but GLB is the path we have tested in Godot.

Every file stands on the ground, faces +Z and has Y up. Before you export, type a real height if your game needs one, and pick 24, 30 or 60 frames per second.

The editor tools need an API key, which comes with the Pro and Studio plans. Without a plan, download the file from the studio and import it by hand. Each guide below walks through one engine and the checks to run after you import.

## Go deeper

- [Bring an animated GLB into Unity](https://bake3d.ai/guides/animated-glb-unity): Guide
- [Import an animated GLB into Unreal Engine 5](https://bake3d.ai/guides/animated-glb-unreal): Guide
- [Import rigged models into Godot](https://bake3d.ai/guides/animated-glb-godot): Guide
- [Import a rigged, animated GLB into Blender](https://bake3d.ai/guides/rigged-glb-blender): Guide
