Skip to content

Exporting

☰ Menu → Export… (Ctrl+E) opens the Export dialog. Pick a format on the left, set its options in the middle, and check the preview on the right. Save settings and Load settings keep a set of options for the next export. The CLI and the MCP server’s export_file run the same code, so all three produce the same files.

The Export dialog: formats grouped as OpenBone (Project), Data (JSON, Binary), Image (PNG, JPEG, GIF, APNG, PSD), Video (AVI, MP4, WebM, MOV), Web (Website) and Engines (Unity); the Project options with Embed images and audio and Pretty print; a preview of the state machine with document stats
Group Format What you get
OpenBone Project The whole .obone project (rig, skins, animations, state machines, scripts, editor data). Embed images and audio makes one self-contained file
Data JSON Runtime data for the engines: the animations and state machines marked for export, optionally with a packed texture atlas
Binary The same in .obonb, about 40% of the JSON’s size
Image PNG, JPEG One frame, or every frame in a ZIP
GIF, APNG Animated images
PSD A Photoshop file, one layer per frame
Video MP4 H.264 with AAC sound (Opus where the browser has no AAC encoder)
WebM VP9 with Opus sound, with transparency where the browser supports it
MOV, AVI Motion-JPEG with sound
Web Website The <openbone-player> web player, your animation, a demo page and embed snippets (ZIP), or one self-contained HTML file
Engines Unity, Godot 4, Flutter, Android, iOS, Sprite sheet Sprite sheets with clip data, or WebView packages that run the interactive player in an app. See Engine exports

Frames come from an animation or from a state machine run, so a video can show an interaction (hover, click, transition) exactly as the runtime plays it.

For a rig that keeps animating in your game (state machines, constraints, physics, skins swapped at runtime), export JSON or Binary and load it with a runtime. Pick the animations to keep, and whether to pack the images into an atlas.

The JSON export options for the Knight: animations to include, atlas packing and the file name, with a preview

Atlas packing supports rotation, several scales in one pack, whitespace stripping, polygon outlines, aliasing of identical images, edge padding and bleed, page size rules, PNG or JPEG pages and premultiplied alpha. The CLI exposes every packer option.

The MP4 export on Windswept: animation talk1, frame rate 30, scale 100%, artboard framing, background colour, quality 90%, Include sound checked, and a preview frame with the subtitle
MP4 export of Windswept's talk1: the voice, music and ambience it plays are mixed into the video.

MP4 and WebM are encoded in the browser with WebCodecs (the desktop app included). Include sound mixes every sound the animation or state-machine run plays (audio keys, events, state sounds) at its bus and master volume. From the CLI and the MCP server, MP4 and WebM use ffmpeg from the PATH.

The WebM export options on Windswept with Include sound
The GIF export options for the Knight: animation, frame rate, scale, framing, background or transparency, and a preview

The Website export writes everything needed to show your animation on a site: the web player (classic script or ES module, minified or not), your animation (optionally binary and atlas-packed, with WebP images), a demo page and embed snippets. Single HTML file puts it all in one file that works without a server.

The Website export for the Knight: start with the knight state machine, binary data, packed atlas, WebP images, transparent background, minified classic script with the script sandbox, and the single HTML file option

The Engines group makes sprite sheets with clip data that engines import directly (a Unity editor script that slices the sheet and creates one .anim clip per animation, a Godot SpriteFrames resource and AnimatedSprite2D scene, a Flutter CustomPainter widget and a Flame component, TexturePacker and Phaser atlases), and WebView packages that run the full interactive player inside a Flutter, Android or iOS app. Every pack is a ZIP with a README.

The Unity engine export for the Knight: idle, walk, attack and salute clips, frame rate, loop, frame scale and trim, sprite sheet padding and max size

OpenBone is MIT licensed and made by UXCentury. The example art, voices and sounds are credited in the repository.