
Introduction
Creating complex movements in Blockbench is an art, but that effort is wasted if the export animation fails. You might click the button and see nothing happen, or generate a file that leaves your model frozen in a T-pose in-game.
These failures usually stem from format mismatches, timeline syntax errors, or confusion about how different game engines handle motion data.
This guide provides a clear path to identifying the blockage and getting your animations moving.
What Causes Animation Export Failures?

Unlike geometry, animation data is highly sensitive to the rules of the specific game engine you are targeting.
Format Incompatibility
Blockbench supports many project types, but not all of them support animation natively.
If you are working in a standard “Minecraft Java Block/Item” project, the native button for exporting animations will not save animations. That format technically does not support bone-based movement. You need a plugin like GeckoLib or Animated Java to force it to work.
The “Separate File” Confusion
For Minecraft Bedrock entities, animations are not saved inside the model geometry file (.geo.json).
They are exported as a completely separate .animation.json file. Beginners often export the model, forget the animation file, and wonder why the mob isn’t moving.
Syntax and Naming Errors
Animation files rely on “paths” to find the bones they need to move.
If you have two bones named “arm” or use special characters in a bone name, the export script may fail silently. The engine cannot calculate a unique path for the data, so it aborts the process to prevent a corrupted file.
Export Bedrock Animations Correctly from blockbench
Bedrock Edition requires a specific workflow to link movement to the model.
Exporting the Animation JSON
Go to File > Export > Export Animations. Do not assume “Export Bedrock Entity” includes them.
This generates a file usually named animation.entity_name.json. You must place this file in the animations folder of your resource pack, distinct from the models folder.
Verifying Animation Controllers
Even if the file exports, it won’t play without a “Controller.”
In your entity’s client definition file, you must explicitly link the animation name (e.g., animation.robot.walk) to a short name (e.g., walk). If this link is missing, the game loads the file but never tells it to play.
How to Handle Java Edition Animations
Since Java Edition blocks don’t support bones natively, you must use workarounds.
Using the Animated Java Plugin
To animate Java items, install the Animated Java plugin.
Do not use the standard “Export” menu. Instead, use the specific Animated Java > Export menu added by the plugin. This creates a rigorous folder structure of display entities and function files needed to trick the game into showing smooth motion.
Using GeckoLib
For modded Java Minecraft, the GeckoLib plugin is the standard.
Ensure your project is converted to a “GeckoLib Model” type. When exporting, you must export the .geo model and the .animation.json file separately. If you try to export a GeckoLib animation from a generic project, it will fail.
Fix Generic (glTF) Animation Exports from blockbench
When exporting for Blender, Unity, or Godot, the rules change again.
Embedding vs. Separate Files
When exporting to glTF/GLB, you have a choice.
In the export dialog, look for the “Export Animations” checkbox. If checked, the animation tracks are embedded directly inside the single .glb file. This is the safest and most portable method.
Validating Frame Rates
Some game engines struggle with variable frame rates.
In Blockbench, right-click your animation and ensure Snapping is enabled (e.g., 24 FPS or 60 FPS). Exporting unsnapped keys (e.g., a key at 1.043 seconds) can cause import errors in stricter engines like Unity.
Troubleshoot Silent Failures in blockbench
If you click export and absolutely nothing happens, a script error is blocking the action.
Checking for Duplicate Bones
The number one cause of silent failure is duplicate bone names.
Scroll through your Outliner. If you see Bone and Bone (duplicates), rename one immediately. The exporter cannot write a valid path if the names are identical, so it often just stops working.
Scanning the Console
Open the Developer Console by pressing Ctrl + Shift + I.
Clear the log, then try to export again. If red text appears, read it. Errors like cannot read property of undefined usually point to a broken keyframe or a corrupt timeline marker that needs to be deleted.
Frequently Asked Questions about to Fix Export Animation Not Working
Why is the “Export Animation” button greyed out?
You are likely in a project mode that does not support animations (like standard Java Block/Item). You need to convert the project or install a plugin like GeckoLib.
Why does my animation play once and stop?
This is a loop setting, not an export error. Right-click the animation in the list and change “Loop Mode” from “Play Once” to “Loop” before exporting.
Where did my animation file go?
If you didn’t specify a folder, check your Downloads folder or the last folder you saved a model in. It does not automatically go into your resource pack unless you put it there.
Can I export animations to OBJ?
No. The OBJ format is for static geometry only. It physically cannot store animation data. You must use glTF or FBX if you want to transfer movement to other 3D software.
Why are my bones twisted in-game?
This is usually a mismatch in pivot points. If you moved a pivot point after creating the animation, the export data will be offset. Always set pivots before animating.
Do I need an .mcmeta file?
Only for Texture Animations (animated PNGs). Bone animations (movement) use .json files and do not require .mcmeta files.
Why is my Bedrock mob static?
You likely exported the animation but forgot to add it to the animation_controllers in the behavior pack. The game needs logic to know when to play the animation (e.g., “play walk when moving”).
