> ## Documentation Index
> Fetch the complete documentation index at: https://docs.kinemation.xyz/llms.txt
> Use this file to discover all available pages before exploring further.

# FBX Exporter

> Export Sci-Fi FPS Pack animation clips as standalone ASCII FBX assets.

export const menuPath_0 = "Tools > KINEMATION"

export const imageCaption_0 = "FBX Exporter queue, sampling, curve, and output settings."

export const image_0 = 
  <img
    src="/images/unity-tools/fbx-exporter.png"
    alt="FBX Exporter with model, clip queue, time range, sample rate, scale, optimization, and output settings"
  />

## FBX Exporter

Use FBX Exporter to bake Unity animation clips onto a model and create ASCII FBX assets. Use it when another DCC tool, engine, or project needs a standalone model-and-animation file.

Open **{menuPath_0}**, then select **Animation > FBX Exporter**.

<Frame caption={imageCaption_0}>
  {image_0}
</Frame>

## Inputs and output

| Field                        | Purpose                                                                                             |
| ---------------------------- | --------------------------------------------------------------------------------------------------- |
| **Model**                    | Hierarchy that supplies the skeleton and default transforms for every queued clip.                  |
| Clip queue                   | Accepts <code>.anim</code> clips and FBX assets. An FBX contributes each visible, non-preview clip. |
| **Start Time**               | First sampled time in seconds.                                                                      |
| **End Time**                 | Last sampled time. Leave it at <code>0</code> to use the full clip length.                          |
| **Base Sample Rate**         | Samples per second. A non-positive value falls back to the clip rate, then to 30.                   |
| **Include Scale Curves**     | Writes scale animation into the exported FBX.                                                       |
| **Optimize Constant Curves** | Reduces tracks that do not change.                                                                  |
| **Output Asset Folder**      | Destination inside the project's <code>Assets</code> folder.                                        |

## Export clips

<Steps>
  <Step title="Assign the model">
    Drag the character or item model into **Model**.
  </Step>

  <Step title="Build the queue">
    Drag <code>.anim</code> clips or FBX assets into the drop area.
  </Step>

  <Step title="Configure sampling">
    Set the time range and sample rate. Keep scale curves when scale carries meaningful animation.
  </Step>

  <Step title="Choose the output folder">
    Enter a project-relative folder or click **Choose**. Keep it under <code>Assets</code>.
  </Step>

  <Step title="Export">
    Click **Export Queue**. The tool creates and imports one uniquely named <code>.fbx</code> asset per clip.
  </Step>
</Steps>

After export, **Last Export** shows the final path and imported clip count. Click **Ping Exported Asset** to locate it.

<Note>
  The exporter creates new ASCII FBX files and does not replace queued source clips. Unity generates a unique path when a requested file name already exists.
</Note>
