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(1 edit)

Hey! Thanks for the purchase and for the great catch.

You are spot on—this tool utilizes the ExportModelOptions API introduced in FBX Exporter 5.0+ to reliably strip meshes and bake animations via code. Unity 2022 LTS defaults to version 4.x, which lacks these specific coding features.

The Official Fix:

You don't actually need to hack the manifest file! The cleanest way to update is:

  1. Open Window > Package Manager.
  2. Click the + icon (top left).
  3. Select "Add package by name..."
  4. Type com.unity.formats.fbx and click Add.

This forces Unity to pull the latest 5.x version compatible with your project. I will update the tools description to mention this requirement. Thanks again for the support!

Good to know! Ok, I now have an animation that I've imported into blender along with my mesh/armature. When I copy the animation data over, the armature is now facing downward. (I'm more engineer than artist) Do you have any tips to do this properly?

Haha, the classic 'Faceplant' issue! Don't worry, this plagues everyone (even artists) because Unity uses aY-Upcoordinate system while Blender usesZ-Up.

When you copy the animation data from the imported FBX to your existing Armature, Blender tries to compensate for that 90-degree axis difference, but often applies it twice or not at all depending on your settings.

Here is the Engineering Fix:

Method 1: The Import Fix (Prevention)

When importing the FBX into Blender, look at the Transform settings on the right side of the file browser:

Set Manual Orientationto:Forward = -Z ForwardandUp = Y Up.

Important:Check the box"Force Connect Children"->OFF.

Check"Apply Scalings"->FBX All.

Method 2: The 'Delta' Fix (If already imported)

If you apply the animation and your character snaps face-down:

Select your Armature object in Object Mode.

Go to theObject Propertiestab (Orange Square icon).

Look atTransform > Rotation. If it says X: -90 (or 90), change it to 0.

If that doesn't work, look slightly lower at theDelta Transformdropdown. Sometimes Blender hides the import rotation offset there. Zero that out too.