---
title: "Export from Shogun Post"
canonical: "https://help.vicon.com/space/ShogunPost121/1253736812/Export%20from%20Shogun%20Post"
format: markdown
---
When you are happy with the quality of your data, you can export it from Shogun Post in a format that is appropriate for your chosen animation software.

If you are exporting to FBX, to ensure you choose an appropriate frame rate, first see [Frame rates supported for the FBX file format](#FBXFrameRates).

If you are exporting an FBX file for use in Maya<sup>® </sup>software, see also [Export an FBX file for use in Maya® software](#ExportFBXtoMaya).

**To export a take:**

1. If you want to export only particular aspects of your take (eg bones), select them in your preferred way (eg, in the **Selection** panel, or by using the **Selection Filters** options in the **3D Scene** view, etc).
2. To specify the required options for your export, on the **General** menu, select **Preferences**, and in the **Preferences** dialog, select the **File Export** tab.
3. Select the required export file format and, if you made a selection for export in Step 1, be sure to select the **Selected objects only** box. Select any other options needed, such as the appropriate frame rate (for FBX, see [Frame rates supported by the FBX file format](#FBXFrameRates)), and then select **Close**.  
:check_mark: **Tip**: To include skins in FBX exports, ensure **FBX Motion** is selected in the **File Format** box and select **Export skin(s)**.
4. On the **File** menu, select **Export**.
5. In the **Export** dialog, if necessary, change the location of the export and enter a name for your exported file.
6. Select the appropriate file type (e.g. FBX).
7. Select **Save** to export your file to the specified location.

For more information, see:

> Macro (toc)

 > Macro (anchor)



## Frame rates supported for the FBX file format

When you export to FBX file format, choose the appropriate frame rate as follows:

1. In the **Common options** area, click in the **Frame rate** list to display the options.
2. Depending on the rate at which you want to export the FBX, do one of the following:
  - To export an FBX at the same rate as the scene in Post at the time of export, select **Current**.
    Rates that are not natively supported by the FBX file format are exported as custom rates.
  - To select a frame rate that is a multiple of the current scene frame rate that is supported by Post, select one of the other listed options. Typically you would select an option to export at a rate lower than, and evenly divisible into, the capture rate. For example, you might capture at 120 fps, but export at 60 fps.
  Shogun Post exports the FBX file at the chosen rate.

> Macro (16dcb1b2-c6fb-4c23-a096-38455b87e6a8/1fa5e51a-a28e-46e1-9b5c-734b339f025f/static/scroll-pagebreak)

The following are the frame rates that can be exported from Vicon Post to FBX.

- 120 fps
- 100 fps
- 60 fps
- 120 fps
- 240 fps
- 360 fps
- 480 fps
- 600 fps
- 960 fps
- 1200 fps
- 50 fps
- 48 fps
- 30 fps (black and white NTSC)
- 30 fps (use when display in frame is selected in MotionBuilder, equivalent to NTSC drop)
- ~29.97 fps (drop color NTSC)
- ~29.97 fps (color NTSC)
- 25 fps (PAL/SECAM)
- 24 fps (Film/Cinema)
- 1000 milli/s (use for date time)
- ~23.976 fps
- 96 fps
- 72 fps
- ~59.94 fps
- 119.88 fps (requires custom MotionBuilder version)

> Macro (anchor)



## Export an FBX file for use in Maya<sup>® </sup>software

When exporting an FBX file for use in Maya<sup>® </sup>software, note the following points.

If a timecode is used in Post, the FBX export writes out a JSON file to the same location as the exported FBX file.

In the **Preferences** dialog, the **Export data starting at timecode offset frame** option for FBX export also enables you to choose whether the exported data starts at the timecode start or from frame 1.

> ![Preferences dialog in Vicon Shogun Post, with FBX Motion selected on the File Export tab and 'Export data starting at timecode offset frame' highlighted and cleared.](media://b2182424-e3c4-4d9a-9aea-0c656b36d6be)

When the option is selected, the exported data starts at the timecode start.

When the option is cleared (the default), the exported data starts at frame 1. By running a supplied Python script, you can then use the exported JSON file to set the timecode in Maya, provided a timecode was used in Post.

> Macro (scroll-pagebreak)


    **To use the FBX in Maya:**


1. In Maya open (don't import) the FBX file.
2. With the file open, run the *CleanupFBXImport.py* script, by default found in: *C:\Program Files\Vicon\ShogunPost1.#\Scripts\Maya\*  
The script sets the scene in a number of ways (see the following list) including setting the correct timecode and linking the MOV file to the correct camera.  
:check_mark: **Tip**: To get Maya to show the video as time changes, you may need to click in Overlay view or select the camera in the Outliner and in the Attributes panel, select the texture tab (see following image).
3. Set the playback speed to the same speed as the video capture rate (eg, 30 fps, as shown in the following image).

In total, the script does the following:

- Sets the timecode start in Maya using the JSON file that is saved with the FBX if timecode was present in Post.
  This allows the animation and video overlay to start at frame 1, yet maintains the timecode.
- Switches image planes to movie mode.
- Switches image planes to point to MOV files instead of image sequences.
- Switches image planes to only show when looking through the camera.
- Locks the transforms of image plane cameras.
- Sets the Frame Offset attribute on video texture to account for video starting at frame 0 and the start offset from the JSON file.

## BVH export

With Shogun Post 1.6 and later, you can export takes in BVH format.

If a retargeting skeleton is present, it is exported. If no retargeting skeleton exists, the solving skeleton is exported, if present. As the BVH format permits only one skeleton per file, before you export the scene, ensure that it contains only a single subject/skeleton.

If errors are displayed when you import the resulting BVH, ensure all bones have at least one active DoF before export. (It doesn't matter if they have no keys to go with the DoF(s).)