<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>FBX on GameSweetGame</title><link>https://gamesweetgame.com/en/tags/fbx/</link><description>Recent content in FBX on GameSweetGame</description><generator>Hugo -- gohugo.io</generator><language>en</language><lastBuildDate>Tue, 10 Feb 2026 11:29:00 +0900</lastBuildDate><atom:link href="https://gamesweetgame.com/en/tags/fbx/index.xml" rel="self" type="application/rss+xml"/><item><title>Extract Animation Clips from FBX in Unity</title><link>https://gamesweetgame.com/en/p/extract-animation-clips-from-fbx-in-unity/</link><pubDate>Tue, 10 Feb 2026 11:29:00 +0900</pubDate><guid>https://gamesweetgame.com/en/p/extract-animation-clips-from-fbx-in-unity/</guid><description>&lt;p&gt;Select the FBX file and press &lt;strong&gt;Ctrl+D&lt;/strong&gt; to duplicate just the animation clip.&lt;/p&gt;
&lt;p&gt;&lt;img alt="FBX animation extraction" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;p&gt;Make sure to finalize all settings before extracting.&lt;/p&gt;</description></item><item><title>Assimp FBX Model Loading &amp; Skinning Animation</title><link>https://gamesweetgame.com/en/p/assimp-fbx-model-loading-skinning-animation/</link><pubDate>Tue, 02 Jan 2024 00:00:00 +0900</pubDate><guid>https://gamesweetgame.com/en/p/assimp-fbx-model-loading-skinning-animation/</guid><description>
 &lt;blockquote&gt;
 &lt;p&gt;Current status: Implementing in a simple project structure first, then porting to the team engine.&lt;/p&gt;

 &lt;/blockquote&gt;
&lt;h2 id="version-issues"&gt;Version Issues
&lt;/h2&gt;&lt;p&gt;The bone count was way too high, so I tested by switching Assimp versions:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Latest version (v143)&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;img alt="Latest version - 67 bones" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;v140&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;img alt="v140 - 2 bones" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;p&gt;This is from checking a single mesh. The latest version reports 67 bones, while the older version correctly shows 2.&lt;/p&gt;
&lt;h2 id="skinning-animation--head-and-arms-stretching-bug"&gt;Skinning Animation — Head and Arms Stretching Bug
&lt;/h2&gt;&lt;p&gt;Skinning animation works, but the head and arms stretch out way too long.&lt;/p&gt;
&lt;p&gt;&lt;img alt="Head/arms stretching" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;p&gt;&lt;del&gt;After debugging for a while, I found that the bones in the FBX file were sticking out above the head.&lt;/del&gt;&lt;/p&gt;
&lt;p&gt;I experimented in Blender and confirmed that when vertex positions are slightly above the bones on the Y axis, the arms and hands stretch. Since my animation causes stretching, the bones must be slightly offset downward.&lt;/p&gt;
&lt;p&gt;&lt;img alt="Checking bone positions in Blender" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;h2 id="model-lying-down-after-blender-export"&gt;Model Lying Down After Blender Export
&lt;/h2&gt;&lt;p&gt;Check the &lt;strong&gt;Y Up&lt;/strong&gt; option in the export settings.&lt;/p&gt;
&lt;p&gt;&lt;img alt="Blender export settings" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;p&gt;If the model is still lying down, try changing Y Up to something else, export, then switch back to Y Up and export again. That fixed it.&lt;/p&gt;</description></item></channel></rss>