Correctly Exporting Objects with Link Constraint and Skin Wrap to FBX

Published on January 07, 2026 | Translated from Spanish
Side-by-side comparison between a correctly exported animation and one with constraint errors in a game engine.

The Art of Exporting Constraints Without Losing Your Sanity 🎭

Exporting animations with Link Constraints and Skin Wrap to FBX is like trying to explain quantum physics to your grandmother: technically possible, but with high probabilities of misunderstandings. These modifiers, so useful during animation, become exportation nightmares when it's time to take everything to a game engine.

The Problem of Traveling Link Constraints

When an object changes parent during the animation:

"Exporting constraints is like packing a disassembled piece of furniture: without clear instructions, no one will know how to reassemble it"

Magic Recipe for Successful Exportation

Follow these steps to avoid headaches:

  1. Bake the animation (position, rotation, and scale)
  2. Convert Skin Wrap to traditional Skin
  3. Collapse problematic modifiers
  4. Verify in the FBX Viewer before importing to the engine

Survival Tricks for Animators

When everything seems to fail:

And remember: if after all that your character still looks like a rag doll, you can always say it's an artistic style. After all, in the 3D world as in life, sometimes you have to know when to give up... and start over with better planning 😅.

P.S.: Baking is not just for cookies - it also saves animations.