About this mod
A Blender Template for creating animations for Baldur's Gate 3.
- Requirements
- Permissions and credits
Only contains the HUM_F rig currently, but the animations can be used for most races & genders. I'll try to add other rigs when I get around to it.
The process currently requires overriding an existing animations .GR2 File, but I am working on a way to create new animations with new UUIDs as part of my Animation Framework.
Requirements:
- LSlib Tools by Norbyte - Tested with v1.19: https://github.com/Norbyte/lslib/releases
- Blender - Tested with 3.6.4
- Blender Animation Retargeting addon: https://github.com/Mwni/blender-animation-retargeting
IMPORTANT NOTES:
- There is no IK setup. The Dummy_X_Hand_IK bones are constrained to the Wrist_X bones. Do not change these, they are the in-game IK Bones.
- If you want to modify existing animations, you need the Blender Animation Retarget addon - https://github.com/Mwni/blender-animation-retargeting
- -Do not move any bones, only rotate them. This is an early version of the template, and a proper IK Rig with constraints will likely be added in the future.
- If you are replacing an animation, the new animation must be AT LEAST the same length. Your animation will not function in-game if its shorter.
- Animations must start on Keyframe 0. Existing animations will import starting at keyframe 1, so these must be adjusted.
- The default Timestep seems to be 0.01666667, so I have set the animation Framerate to 60. (if someone knows more about this please let me know)
Process:
This guide is broken up into two parts;
- Completely Custom animations - animated from the Idle pose or Rest Pose (fairly straightforward)
- Changing existing animations - (a bit more complicated) coming soon.
Completely Custom Animation:
- Copy & open the .blend file. Inside is the the HUM_F rig in the default female idle position.
- Create a new Action and make your animation, ensuring that you start on frame 0.
- Now, create your animation by rotating the bones.
- When you're done, switch to object mode and select the Armature only. Then export it using blenders built-in .dae exporter with the following options:
- convert it to GR2 using LSlib Toolkit with the following options:

Baldurs Gate 3\Data\Public\Shared\Assets\Characters\_Anims\Humans\_Female\HUM_F_Rig\HUM_F_Rig_DFLT_IDLE_Still_Peace_01.GR2
In this directory, the file is reloaded every time you load a save. So you can very quickly test & make changes.