FBX Studio · Guide
Make an OVERDARE FBX from one drawing
Upload a drawing and we turn it into a 3D model and return an FBX you can bring straight into OVERDARE Studio. Characters get a skeleton and animation; static objects, mechanisms, and ground come as skeleton-free FBX files.
What it makes
Your drawing is processed on one studio PC (one GPU) in the order below. Drawings are handled one at a time, so if others are ahead of yours, it waits its turn.
- 1Prepare drawing
- 2Build 3D shape
- 3Check mesh
- 4Fit skeleton
- 5Prepare for engine
- 6Add animation
- 7Upload files
The FBX holds one mesh, a skeleton, and one animation. The skeleton follows the bone names and structure of the OVERDARE default character (ODA). If the fingers are clearly separated in the drawing, finger bones are added too (Fingers and hands).
Four things you can make
Choose one under Type at the top of the Create page. Only characters get a skeleton and animation; the other three are shape-only FBX files.
| Type | Examples | Picking the drawing | You get | In the studio |
|---|---|---|---|---|
| Character | People, animals, mascots | One character, front view, arms away from the body (see Picking a good drawing) | FBX (mesh + skeleton + motion) · clip FBXs · GLB | Import, play, and edit |
| Static object | Trees, tables, crates, barricades | One object, an angle that shows its shape, plain background | 1 FBX (no skeleton, origin at floor center) | Import and set Anchored |
| Mechanism | Turrets, turntables, cranes | A side or front view where the line between base and top is level | Base FBX + top FBX (top origin = pivot) | Group the two parts and turn the top with a script |
| Ground | Tile, dirt, or stone patterns | A top-down pattern. The center square is used | 1 flat ground FBX (up to 2040 cm per side) | Place several tiles for a large floor |
| Add animations | More clips for a character you already have | Instead of a drawing: a character FBX from this site + the Mixamo clips to add | One FBX per clip + one FBX with every clip (same rig, under a minute) | Import the clip FBXs and play them |
Settings for the other types
- Static object: Height (cm), the total height in the studio. Default 120 cm.
- Mechanism: Total height (cm) (default 200 cm), Split height, and Which way the mechanism faces in the drawing. Drag the dashed line on the drawing to the border between base and top; the top turns around that height.
- Ground: Tile side (cm) (default 2000 cm) and Pattern repeats. For small tiling patterns, 4 to 8 repeats the pattern more densely.
Static objects, mechanisms, and ground are new. How skeleton-free FBX files import into the studio is still being checked, so these parts of the guide may change.
Mesh density (triangle limit)
Characters, static objects, and mechanisms set an upper limit on triangles with the Triangle limit slider under Mesh density (steps of 500) or by typing a number in the box next to it. The default is the value tested for each type. More triangles make round surfaces and thin parts smoother, but take longer and make the file heavier. They do not fix a back side the drawing never showed or a blurry pattern: the back is guessed from one drawing, and the texture stays at 512 px.
| Type | Tested value (default) | Range |
|---|---|---|
| Character | 8,000 | 500–50,000 (slider in steps of 500, or type any number), or no limit |
| Static object | 2,000 | 500–50,000 (slider in steps of 500, or type any number), or no limit |
| Mechanism | 7,000 in total (top 4,000 · base 3,000) | 500–50,000 in total (slider in steps of 500, or type any number), or no limit · split top 4 : base 3 |
- The OVERDARE recommended limit is 30,000 triangles per FBX. Above that, the studio may refuse to import it. For a light in-game asset, 3,000 to 8,000 is a good range.
- Unchecking Limit the triangle count (recommended) means no limit: the mesh TRELLIS builds is used as is, usually hundreds of thousands to millions of triangles. It cannot go into OVERDARE as is, so use it only when you need a source mesh to clean up elsewhere. A sandbag barricade test gave 3.68 million triangles and a 136 MB FBX. The 3D preview on the result page is skipped above 50 MB (the drawing is shown instead); the FBX can still be downloaded.
- When you change the value away from the tested one, a warning for that type appears before sending. You can still send; it means that setting has not been tested yet.
Skeleton, skin weights, fingers, and the big-head fix were only tested at 8,000. Raising it a lot may make rigging fail or motion look off. With no limit, rigging has crashed the GPU before, which stops the whole service.
Why Mixamo motion and OVERDARE editing both work
AI-made character FBXs usually get stuck on one side: with Mixamo motion they are hard to edit in the studio, and when built for the studio they cannot use Mixamo’s motion library. The final conversion step reconciles both in one file.
| What you can do | How it works |
|---|---|
| Use Mixamo motion as is | Mixamo clips are recalculated for the OVERDARE skeleton and baked in. Each body part follows the direction it had in Mixamo, and foot height is corrected so feet do not float or sink because of height differences. |
| Edit in the studio animation editor | Bone names, hierarchy, and every bone’s axes match the official OVERDARE reference character. Only positions are fitted to this character, so rotating a bone in the editor moves it the same way as on the default character. |
| Copy other OVERDARE animations | The rest pose (arms down, A-pose) is re-posed to the reference angles and baked into the mesh. Because the starting pose matches, copied animations do not throw the arms and legs off. |
| Finger motion | The OVERDARE default skeleton has no finger bones, so fingers are added under the hand bones with Mixamo names. Finger motion such as fists or a salute follows along, and the palm direction is aligned in the rest pose. |
| A format the studio accepts | One mesh, at most 4 bones per vertex, Latin bone names, Z-up, centimeters, embedded texture, in-place motion, static frames trimmed. Everything OVERDARE blocks or warns about is handled before export. |
The bone structure matches the OVERDARE default character, but the studio recognizes it as a Custom Skeleton, not the official ODA Rig. Fingers do not move when you copy other OVERDARE animations (those animations have no finger keys).
Picking a good drawing
Most of the result’s quality is decided by the drawing. The closer you get to the points below, the fewer failures and the more natural the motion.
GOOD Draw it like this
- One character, facing forward
- Arms angled away from the body (A-pose)
- Legs slightly apart, not touching
- Plain background
- Five fingers straight, side by side with thin gaps
AVOID These often fail
- Several characters in one drawing
- Busy background, text, or patterns
- Arms against the body or hidden behind it
- Side view or an angled view
- Fingers spread like a fan, fists, or hooked fingers
Cute characters whose head is more than a third of their height are supported. Their hands are often stubby, so finger bones are usually not added.
Files must be PNG JPG WEBP, 10 MB or less.
Sending a drawing
Use the Create page from the top menu.
Pick what to make under Type (Four things you can make).
Enter your invite code in Invite code.
This browser remembers it. Opening an invite link fills it in automatically.
Drop the drawing into Drawing or pick it with Choose a file.
For a character, pick the animations in Clips to include. Walking and Salute are available by default. Other types show Size and settings here instead.
- To use your own Mixamo motion, use Add a Mixamo FBX clip and upload a file downloaded from Mixamo as FBX Binary · With Skin · 30 fps.
- Up to 4 clips per drawing, 10 MB or less each.
- With two or more clips, choose which goes into the main FBX in Clip to use in the main FBX. The others come as separate clip FBXs.
- Character height (cm) is the height to the top of the head in the studio. Default 170 cm, 10 to 2000 cm. Motion is recalculated for this height.
Read and tick the consent box. It says the drawing and result go on a page anyone with the link can open (Sharing and removal).
Press Send the drawing to go to the result page.
You are taken straight to the existing result page. Nothing is rebuilt, so there is no wait.
Following progress
The result page refreshes itself. Processing continues after you close it, so copy the address with Copy link and open it later. Drawings sent from this browser also appear under Your creations on the Assets page.
| On screen | Meaning |
|---|---|
| Waiting for the studio PC | Waiting in line. The number ahead of yours is shown too. |
| Building the 3D shape | Building the 3D shape from the drawing. The longest step. |
| Fitting the skeleton | Fitting the skeleton. Retries automatically if it does not fit. |
| Preparing it for the engine | Matching OVERDARE’s rules (size, bone names, bones per vertex). |
| Adding the animation | Checking fingers and adding the chosen motion. |
| Writing the FBX | Other types: setting size and origin and exporting the FBX. |
| Uploading your files | Uploading the result. Almost done. |
The studio PC is briefly off. Your drawing stays in the queue and is processed in order when the PC is back. No need to send it again.
Getting the files
When processing finishes, the result page shows a 3D preview and download buttons.
| Button | Contains | Use it when |
|---|---|---|
| Download FBX | Mesh + skeleton + one main animation | The file to bring into the studio |
| Download Walking clip etc. | The same character + that one motion | You want several motions. The one matching the main FBX is marked “also in the main FBX” |
| Download GLB preview | Textured 3D model (no skeleton) | Checking the shape or viewing in other tools |
| Download Base part FBX (fixed) | The mechanism's base | Place it in the studio |
| Download Top part FBX (moving) | The mechanism's top. Its origin is the pivot | Group with the base and rotate with a script |
Static objects and ground come as a single Download FBX.
Rename a result by typing in Title and pressing Save title. There are no accounts, so only the browser that sent the drawing can rename it.
Importing into OVERDARE
Press Import on the Home tab of OVERDARE Studio. (It has to be Import, not Import3D or BulkImport, for the texture to connect automatically.)
Choose the downloaded FBX.
In Import Settings set Scale Unit to Meter and leave Import Only as Model off.
After importing, set the character’s
RenderFidelityto Precise. With Automatic, detail can blur at a distance and motion may look off.
Static object, mechanism, and ground FBX files have no skeleton or animation. Units are centimeters; static objects and ground have their origin at the floor center, and the mechanism's top part has its origin at the pivot. The import settings and results are still being checked.
The character is recognized as a Custom Skeleton. Bone names and structure follow the OVERDARE default character, but the studio does not classify it as the official ODA Rig.
All motion is in place. Move the character forward with scripts.
Fingers and hands
Whether finger bones are added is decided automatically from the hands in the drawing. Hands with clearly separated fingertips get 3 joints per finger (15 per hand), and finger motion in the chosen animation (fists, salute, etc.) follows along.
When finger bones are not added
- Stubby hands or fingers stuck together (common in big-headed characters)
- Hooked fingers
- If bending the fingers would tear the hand, a hand without fingers is exported instead of a broken one
Without finger bones the character still moves normally; the hand moves as one piece with the wrist.
Draw the five fingers straight and side by side with thin gaps between them. Fingers spread wide like a fan look webbed during motion.
Troubleshooting
Messages before sending (shown in Korean)
| Message | Fix |
|---|---|
| 초대코드가 올바르지 않습니다 (invalid invite code) | Re-enter the code without spaces before or after. |
| 이미지는 10MB 이하 (image over 10 MB) | Shrink the drawing or save it as JPG/WEBP. |
| PNG·JPG·WEBP 만 받습니다 (unsupported format) | Convert other formats (HEIC, GIF, …) to PNG. |
| 클립 FBX 는 10MB 이하 / FBX 파일이 아닙니다 (clip too large / not FBX) | Download it again from Mixamo as FBX Binary. |
| 클립은 최대 4개 (too many clips) | Use 4 clips or fewer. |
| 대기열이 가득 찼습니다 (queue full) | Try again a little later. |
When processing fails
If the result page shows a failure message, try a different drawing. Most failures come from the drawing.
- One character, plain background
- Arms and legs apart from the body
- A front view
“처리 중 연결이 끊겼습니다” (connection lost during processing) is a studio PC issue. Send the same drawing again.
When it looks wrong in the studio
| Symptom | Check |
|---|---|
| Import button is disabled | Did you choose the main FBX (Download FBX)? GLB cannot be imported. |
| Character is too big or small | Scale Unit should be Meter. |
| Character is transparent or untextured | Import it with the Home tab Import button. |
| Motion blurs at a distance | Set RenderFidelity to Precise. |
| Fingers move spread apart and stuck | It comes from the drawn hand shape. See Fingers and hands. |
Limits at a glance
| Item | Value |
|---|---|
| Drawing format / size | PNG · JPG · WEBP / 10 MB or less |
| Subjects per drawing | 1 (one character, object, or mechanism) |
| Animation clips (characters) | Up to 4 per drawing · 10 MB each |
| Built-in clips | Walking · Salute |
| Time (once started) | Ground 1 min · character/object 4–10 min · mechanism 10–15 min |
| Concurrency | One at a time (in order) |
| Character / object / mechanism height | 10–2000 cm (default 170 / 120 / 200) |
| Ground side · pattern repeats | 100–2040 cm · 1–16 |
| Triangle limit (default = tested value) | Character 8,000 · object 2,000 · mechanism 7,000 total / 500–50,000 (slider in steps of 500, or type any number), or no limit |
| OVERDARE recommended limit | 30,000 triangles per FBX |
| Result model | 1 mesh per FBX · 512 px texture |
| Finger bones | Automatic (15 per hand when possible) |
Sharing and removal
Anyone with the link can open the drawing’s result page and download the files. Only send drawings you made or have the rights to.
To take a result down, send the result page link to whoever gave you the invite code.