# Blender, skeleton, react, export

**URL:** <https://forum.babylonjs.com/t/blender-skeleton-react-export/15950>\
**Category:** Questions\
**Created:** [November 23, 2020, 6:45am UTC](https://forum.babylonjs.com/t/blender-skeleton-react-export/15950 "2020-11-23T06:45:42Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![Nawar](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/nawar/32/14923_2.png) [@Nawar](https://forum.babylonjs.com/u/Nawar)\
**Post date:** [November 23, 2020, 1:42pm UTC](https://forum.babylonjs.com/t/blender-skeleton-react-export/15950/4 "2020-11-23T13:42:28Z")

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Thank you for attention. Apparently this was a typical newbie problem. When I exported from Blender, I accepted the ‘Apply’ Armature. After a while I drew attention to this post.

> [@Struggling with importing animations from Blender into BJS](https://forum.babylonjs.com/t/struggling-with-importing-animations-from-blender-into-bjs/5215/3):
>
> First, just pushed [version 6.2.0](https://forum.babylonjs.com/t/blender-6-2-0-exporter/5216). It has a fix for meshes with armatures. No effect here, but could create a .babylon file with nan values or possibly an ACCESS EXCEPTION that crashes Blender. From the log file, my preferred attachment, there is an armature, named ‘Armature’, with one bone, and one action, named ‘ArmatureAction’. What I do not see is a section right after that like: Skeleton stats: Total Influencers: 13694 Avg # of influencers per vertex: 3.156 Highest # of…

There JCPalmer said that the log should contain Skeleton stats. After that I looked into my log and realized that I don’t have Skeleton stats. Then I turned my attention to this post [HTML5 Game Devs Forum - HTML5GameDevs.com](https://www.html5gamedevs.com/topic/25410-solved-mesh-object_0-has-unapplied-transformations-export-cancelled)  
which the same JCPalmer (God bless Mr. Palmer) explains about rotation & scale. Total: for the character and for his skeleton I set rot & scale to 0 & 1. Then I exported the character **without** applying Armature. And it all worked

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