> ## 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

> This page explains how to export Unity animation clips as FBX files.

## 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 **Tools ▸ KINEMATION**, then select **Animation ▸ FBX Exporter**.

![FBX Exporter with model, clip queue, time range, sample rate, scale, optimization, and output settings](https://docs.kinemation.xyz/images/unity-tools/fbx-exporter.png)

FBX Exporter queue, sampling, curve, and output settings.

## Inputs and output

| Field | Purpose |
| - | - |
| **Model** | Character model whose skeleton and default transforms are used to export the clips. |
| Clip queue | Accepts `.anim` 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 `0` 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 `Assets` folder. |

## Export clips

**1. Assign the model**

Drag the character or item model into **Model**.

**2. Build the queue**

Drag `.anim` clips or FBX assets into the drop area.

**3. Configure sampling**

Set the time range and sample rate. Keep scale curves when scale carries meaningful animation.

**4. Choose the output folder**

Enter a project-relative folder or click **Choose**. Keep it under `Assets`.

**5. Export**

Click **Export Queue**. The tool creates and imports one uniquely named `.fbx` asset per clip.

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.


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