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Here is a tutorial on how I made my animated ocean scene on Sketchfab
by using animated modifiers and shape keys in Blender.

Here is the scene I am talking about.


First add a mesh object.

I used a plane but you can use any mesh object, like a cube, sphere or the monkey.

Select the object and click on ‘Add Modifier’ and choose the Ocean modifier.

Animating the Ocean Modifier

To animate the Ocean modifier, set the current scene frame to 0.

To do this, hover over ‘Time’ in the ‘Modifier’ panel and press the ‘i’ key so time 0.00 is the key frame for frame 0.

Then go to scene frame 100 and set ‘Time’ to 20.00 and key it by pressing the ‘i’ key again.

Now you have an animated ocean which starts slowly and ends slowly during the animation.

This doesn't look natural because the animation is interpolated as ‘Bezier Curve, so let’s fix that by making the animation uniform / linear.

There are two ways to do this; by using the Graph Editor or the Droop Sheet Editor.

I used the Graph Editor to see the animation curve for the modifier from frame 0 to 100 in one graph.

Into to graph editor window: select the start and the end point of the graph by pressing the ‘a’ key, so you select everything that is contained in this window.

Under ‘Key/Interpolation Mode’ you can define the handles of the graph. Select ‘Linear’ to get an equal increase and a uniform ocean animation.

Converting the Ocean Modifier into shape keys for a use on Sketchfab

First, select the object with the ocean modifier and export it as Lightwave Point Cache (.mdd). File/Export/Lightwave Point Cache (.mdd)/Export MDD).

In the Export MDD settings as well as the render settings, you can define the frames per second and start / end frame of your animation.

Now a copy of the object with the ocean modifier is needed.

Copy it with Shift + D and put it on another layer with the M key.

Choose an empty layer. Go to the layer where your copy is.

To transfer the Lightwave Point Cache (.mdd) to the copy the ocean modifier must be applied.

But before that, set the waves scale to 0.000 to get an even surface.

Why was this done?

The Lightwave Point Cache (.mdd) file needs the same vertices, so the ocean modifier had to be applied (because the animated vertices are saved into the .mdd export per frame).

Remember, the object with the Ocean Modifier is just a plan; so this must be done.

The even surface makes it easier for objects to interact with, like a boat (by using Vertex Groups).

More about this later.

Now import the Lightwave Point Cache (.mdd) file to the new object. Select the surface, press ‘space’ and enter ‘Import MDD’.

Select your MDD file and click ‘Import MDD’. You are now done and have your shape keys in Blender.

You can now upload it to Sketchfab and you will get something like this: 

Now I will show you how I have break the waves with an object in combination with a Shrinkwrap Modifier for the ocean object.

Find or create an object you want to use like a boat, flotsam, etc.

This object will be used for the Shrinkwrap Modifier; we will setup for the ocean object later.

Create a vertex group for the ocean object to mark the vertices which will be influenced by the Shrinkwrap modifier.

Select the ocean object and go into the Weight Paint Mode to paint on it.

Painting on the ocean surface will cause a new vertex group to be created automatically.

The vertex group is named ‘Group’; name it as you wish.

Since I am lazy, it is still called ‘Group’ ;)

Enter your group into the vertex group section of the Shrinkwrap Modifier.

Also the object for the Shrinkwrap must be satisfied.

In my case it is called boat.

After this you can play your animation to see how it looks and to fix your vertex group if you are not satisfied with it.

(For a better result I have used two Smooth Modifiers and another Shrinkwrap Modifier in an arrangement like you can see in the picture below.

For the Smooth Modifiers I have taken the same vertex group like I used for the Shrinkwrap Modifier.)

Almost Done

If satisfied with your scene, export the selected ocean object as Lightwave Point Cache (.mdd) and reimport it like explained before.

Do not forget to delete the Modifiers and the old Shape Keys before importing the new Lightwave Point Cache (.mdd) to the ocean object.

Tutorial result:

Thank you very much for reading.

I hope it was interesting and informative :)

This is a summary of my animations on Sketchfab.

Futuristic car animation.

Test environment

Combat jet animation

Station and Monorail Wip 1

Decontamination Door

Geocaching Capsule

Futuristic car for 3d printing
A animation about how to assemble the 3d-printed pieces.

Laboratory door animated

Reactor Room

Gunbot with walk and idle animation.

Multi-Gun animation.

Station and Monorail Wip 2

Robot arm animation.

Another Sci-Fi Door

Rigged hand, just for fun.

Fire animation, just a strange armchairs with fire funktion.

Dragon with idle animation.

Video countdown 5, 4, 3, 2, 1.

Handgun fire animation.

Wolf with some animations (Walk and Run Cycle)

A multi tool with animation.

Gears animation.

Robot crazy run cycle animation.

A spider with some animations I made 2011 as a playable character in a little game-project
for exploring the Blender Game Engine.

Futuristic transport shuttle animated.

Futuristic freighter animated.

Superconductor train animated scene.

A JGC radio with animation.

Satellite dishes thing.

Bullet Physics Demolition Animation.
Just for fun, here is a Bullet Physics Animation that I made with Blender for testing it on sketchfab,
it works very well and looks just like in Blender :) 
I baked the physics movements of all objects to animation keyframes for the export as FBX.

Here is an industrial wall fan part out of my Sci-fi-set which I am creating for a Game-Project.

Just another Bullet Physics animation.

The E-45 aircraft animated.

Sci-fi slide door.

Sci-Fi Door number 7

Fan animation.

Clock animation one hour in twenty seconds.

Geocaching Capsule Design 1

All files can be downloaded as fbx-file on Sketchfab or as blend-file on Blendswap or Cgtrader.
Feel free to use those for your projects :)…

     Made with  Blender
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This is a Tutorial on how to export a model with animation as fbx file out of Blender.

Exporting to fbx with included animation out of Blender is a difficult thing, especially if you
want to use it for 3D web applications like Verold or the coming soon animation feature
on Sketchfab, it is important to reduce the animation keyframes, so the animation runs
smoother and also the whole scene will loads faster. After the export, the result often
looks not like you have made it in Blender or in the worst case you get a crazy moving
polygons salad on the screen, also the export may take a lot of time or fails. This is why
i wrote this tutorial.
There are a lot of things you need to consider, like the number of
keyframes, inverse kinematics and bone constraints are not supported like in blender
and it is better to have only one animation in your fbx file after the export.

I used the Blender version 2.70 for the export, because there are some problems
with the fbx exporter under 2.74.

For this tutorial I decided to used my animated dragon, because it has a lot of animation
bones, actions and bone constraints, what can cause problems if you simply export it
as fbx. Also, I will show you how to keep the numbers of the keyframes small by using
bake actions.


1. Export the animation as a bvh (motion capture file).

I did a lot of animation for this dragon, but I only want to export the idle animation now,
so I go into the Pose Mode (1), then I press the a key to select all bones,
now I choose the idle animation (2) into the Drop Sheet Editor.

Now I export the bvh.
File/Export/Motion Cature (. bvh).
The bvh exporter will only export the current action and this is good.


2. Separate the model from the armature and save the blend file.

I select the armature and then I press the x key to delete the armature object.

Also, I delete the armature modifier from the object.

Now I save my file.


3. Setup the export scene.

I need an empty scene, so I click on Load Factory Settings under File,
then I delete the default cube and the camera.

I Append the model of my dragon.

1. Select the blend file
2. Objects
3. The object you want to append


Next I need to import the bvh Idle animation.
File/Import/Motion Capture (.bvh)

After importing the bvh file the armature rotation needs to be corrected.

I select the armature and fix the x rotation under the transform sector.
0° to -90°


It is important to apply the rotation, So I select the armature by
pressing Crlt + p key and then I click on Rotation to apply.
Next I need to connect the Model with the armature.
I select the model first and then I select the armature with Shift key pressed.
Now I press Crlt + a, then I set the parent to Armature Deform.


4. Reducing the keyframes.

Reducing the key frames is important, it speeds up the animation playback,
it reduces the file size and the whole scene loads faster. So now I go into the Pose Mode,
press the a key to select all bones, and then I click on Bake Action...

1- Enter the last frame of animation here
2- Defines the frame step, 3 should be okay

Before Bake Action...

After Bake Action...
Now the file is ready for export.


5. Exporting and Testing.

File/Export/Autodesk FBX (.fbx)

For testing my exported file, I use the Autodesk FBX Converter
Just drag and drop the file into the program.


Hope it helps :)
Rendered in Mandelbulb-3D as a 360° Panorama image, later I unwrapped the image in Blender on a sphere object, then I just uploaded to Sketchfab, done ^^.

Mandelbulb 3D is a free and awesome software to create 3D fractal images :)

Here are eight results I made:

All models, textures, rigs and animations were created with Blender
the ultimate open-source 3D-tool)

Blender Logo_4

3D-Gallery on Sketchfab


Animation - Gallery on Studio.Verold…


My 3D-Gallery on  Sketchfab