# Single BVH → USDZ export without ever touching GLB

**URL:** <https://forum.aousd.org/t/single-bvh-usdz-export-without-ever-touching-glb/2541>\
**Category:** USD\
**Created:** [June 23, 2025, 6:59pm UTC](https://forum.aousd.org/t/single-bvh-usdz-export-without-ever-touching-glb/2541 "2025-06-23T18:59:16Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![ThomasKumlehn](https://avatars.discourse-cdn.com/v4/letter/t/ce7236/32.png) [@ThomasKumlehn](https://forum.aousd.org/u/ThomasKumlehn)\
**Post date:** [June 24, 2025, 6:57am UTC](https://forum.aousd.org/t/single-bvh-usdz-export-without-ever-touching-glb/2541/3 "2025-06-24T06:57:06Z")

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When the Blender path works, you could make your rigged character with a short idle animation the template file.  
Then export with other moves but export to .usda.  
Then create a new file that references the template/master and `over` the animation related attributes, copied from the above mentioned .usda  
This way, you get a library of animations all re-using/referencing the same character (that can be modded)  
But that goes deep down the TD rabbit hole.

Also have a look here:

> [@File format plug-in for BVH skeletal animation data](https://forum.aousd.org/t/file-format-plug-in-for-bvh-skeletal-animation-data/2257):
>
> Hi Everyone, I just wanted to share a new file format plug-in I have recently released for reading BVH animation files. Some example use cases include: :bulb:Use usdview to inspect and play back skeletal animation data in BVH files :bulb:Use usdrecord to render playblasts of BVH motion capture data on the command line :bulb:Use USD to transcode BVH motion capture data to other file formats :bulb:Use USD to compose BVH animation into a larger scene composition :bulb:Extend a DCC that suppo…

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