---
title: "Import Custom Posed Static Models"
canonical: "https://documentation.chaos.com/space/ANIMA/124519824/Import%20Custom%20Posed%20Static%20Models"
format: markdown
---
This page provides information about the import of custom posed static models in Chaos Anima.


## **Overview**

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In Anima you can import your own models in **FBX **format, either **Static** or **Rigged**, and use them to populate your scenes.

After importing a custom **rigged character **you will be able to use it in all your simulations, just like you can use any of the **Library** actors included by default in the library.

The **static models** cannot be animated by Anima because they don’t have a bone structure, but the advantage of adding them to the **Anima library** is that once imported, you can use them through **[Anima Drop](https://docs-chaos.atlassian.net/wiki/spaces/ANIMA/pages/124291409)**** **directly inside your 3D application thanks to the **Anima plugins** for **3ds Max**,  **Maya**, **Cinema 4D**, and **Unreal Engine**. Take a look at the **video tutorial** available **[here](https://docs-chaos.atlassian.net/wiki/spaces/ANIMA/pages/124291409)**** **to see how fast and easy it is to use this panel.

Moreover, you can use the configuration options of the library to organize them in [groups, tags, and categories](https://docs-chaos.atlassian.net/wiki/spaces/ANIMA/pages/124617902) at your best convenience, and even create multiple [color variations](https://docs-chaos.atlassian.net/wiki/spaces/ANIMA/pages/124748793) to improve their versatility.

> ℹ️ Please notice that Anima is an open platform, so you are free to import third party models from any other provider. However, we can only guarantee that the simulations will work as expected using the models certified by AXYZ Design because we are continuously verifying the creation process and the final production quality of all our models to ensure a 100% compatibility with Anima.

## **Setting up the FBX**

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As the FBX format specification can have problems recognizing the shaders from some renderers (V-Ray, Corona, Arnold, Redshift, etc.), the best way to ensure the compatibility and export correctly all the textures used in the model is to apply only basic standard shaders before exporting the FBX from your application (3ds Max, Maya, Cinema 4D, Blender, etc.).

Also, to avoid problems with the paths of the textures, it’s recommended to use the option “embed media” that includes all the textures inside the FBX itself.

Keep in mind that this “standard shader” configuration used on the FBX won’t affect in any way the capabilities of our Anima plugins to adapt the shaders of the actors to any Render Engine that you may have selected on your 3D application. Don’t worry, that will still happen, this is only to get all the textures used in the models to be recognized correctly by the FBX exporter first and then by Anima too.


## **Import your FBX into Anima**

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### Use the Imported Model on all Projects

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### **Related Topics**

- [Import Rigged models (Animable)](https://docs-chaos.atlassian.net/wiki/spaces/ANIMA/pages/124716883)
- [Import Motion Clips (Animations)](https://docs-chaos.atlassian.net/wiki/spaces/ANIMA/pages/124617993)