Importing Unity Assets into Bakin
This article explains how to import free Unity assets that already include animations directly into RPG Developer Bakin.
I previously wrote a similar article (linked below), but at some point a Bakin update made importing Unity assets far easier than the method I described there. Specifically, Unity assetsâanimations includedâcan now be imported directly into Bakin without going through Blender (though not all assets are compatible).
This article will also cover which free assets can be imported into Bakin with their animations intact.
Importing Animated Unity Assets into Bakin
Before starting, please read the article linked above first. This guide builds on that content, and there will be parts you wonât fully understand without it.
Also, this walkthrough begins from the point where you have already downloaded a Unity asset to your PC whose license (terms of use) permits use in other softwareâstopping just before the Blender import step from the previous article.
Getting the Unity Asset
Start by obtaining a Unity asset, just as in the previous article. For this example, Iâll use the free asset âFREE Stylized Bear - RPG Forest Animal.â
Download it to your PC, then proceed to the next step.
Importing the Asset as a 3D Stamp in Bakin
From this point the process differs from the previous article. Before, you imported the Unity asset into Blenderâthis time you import it directly into Bakin.
Open the Bakin project you want to add the asset to, then click the â+ Addâ button at the top left of âResourcesâ â â3D Stamps.â

The asset import screen will open. Select the âCreate from Fileâ tab in the upper left. You need to point to the FBX file from the Unity asset downloaded to your PC.
The assetâs file path is:
[Unity Project Path]\Assets\Blink\Art\Animals\Stylized\Bear\Bear_Meshes
(Replace the bracketed portion with your own Unity project path.)
If youâre unsure of the path, refer to the âShow in Explorerâ method explained in the previous article.
With the asset selected, set the âScaleâ option in the lower left to â0.01.â
Unity assets imported at their native scale will be far too large in Bakin. Setting the scale to 0.01 reduces them to 1/100th of their original size before importing.
Some assets may need a different scale value, but 0.01 is generally a safe starting point (you can also adjust it on the next screen).
Once the option is configured and the FBX file is selected, click âAdd and Finishâ in the lower right.

A confirmation dialog will appearâclick âOK.â

Depending on your project state, a material-related confirmation screen may appear. Leave the settings as-is and click âOK.â

When the import completes successfully, an information screen appearsâclick âOK.â

And thatâs itâthe Unity asset has been imported into Bakin. For assets without animations, all thatâs left after this is setting up the material, which is impressive on its own.

Setting Up Animations (Motions) for the Imported Asset
Some Unity assetsâlike the bear in this exampleâinclude animations (referred to as motions in Bakin). If an asset has no animations, you can skip this section.
To find the animations, look inside the assetâs folder for FBX files named after specific animations.
Note that many Unity assets store animations as ANIM files (.anim) rather than FBX files. ANIM files cannot be imported into Bakin, so keep this in mind when evaluating assets.
To add motions, go to âResourcesâ â âMotionâ and click the â+ Addâ button in the upper left.

In the same folder hierarchy as the model FBX file, youâll find a âBear_Animationsâ folder. Select one of the animation FBX files inside it.
Leave the scale option at 0.01 and click âAdd and Finish.â

Click âOKâ on the information dialog.

A motion will be created with the same name as the selected FBX file. With that motion selected, click âAdd Motionâ in the upper right.

Navigate back to the animation FBX file folder and this time select all the files you didnât select the first time. Click âAdd and Finish.â

Multiple motions (on the right) will now be nested inside the first motion you created (on the left).

To apply the motions to the 3D stamp, open the 3D stamp and click the field to the right of the âMotionâ label.

The motion selection screen will appear. Select the motion you just created and click âAdd and Finish.â

The bear 3D stamp now has animations configured. Check each animation to make sure nothing looks unnatural.
Even if the model looks fine overall, individual joints can sometimes move in odd ways. Testing a variety of motions early will help catch such issues.

Setting Up the Material (Texturing) for the Imported Asset
As a final step, apply a material to the 3D stamp. Click the field to the right of the âMaterialâ label in the right-side properties panel (it defaults to a plain white sphere).

The material selection screen will open. Navigate to the âBear_Texturesâ folder in the same hierarchy as the model FBX folder, select the PNG texture file, and click âAdd and Finish.â
Note: if you select a texture image with the same filename as one youâve selected before, Bakin crashes in my environment. This may vary by user, but avoid selecting a texture with a duplicate name to be safe.

Once the 3D stamp displays the correct colors from the material, the setup is complete.
As youâll have seen, 3D materials in Bakin are applied from a flat PNG image. If you can edit the source PNG, you can create color variants of the same modelâsomething worth exploring if youâre interested.
Some assets use texture formats that Bakin canât import (such as .tga). If that happens, youâll need to convert the file to PNG yourself first (search for âtga to png converterâ for options).

Hereâs how the bear looks placed in a Bakin scene:

It doesnât look bad, but comparing the Bakin version (right) with the original in Unity (left), there is some visible quality loss.
This is partly a resolution difference, but also because Bakinâs material system simply applies the PNG as-is without more advanced shading. Setting up appropriate shaders might bring the quality closer to Unityâbut thatâs beyond my expertise, so Iâll leave it to those who know more.


That covers the process of importing animated Unity assets into Bakin. Let me also introduce some free assets Iâve personally tried.
Free Animated Unity Assets Worth Trying
The walkthrough used one asset as an example, but there are many more free animated Unity assets available. Here are some Iâve imported and testedâfeel free to try any that interest you.
For assets not listed here, the following criteria should allow import into Bakin (paid or free):
- The license (terms of use) permits use in other software â âStandard Unity Asset Store EULAâ means standard terms, so repurposing is fine
- The asset contains FBX files â Check âPackage Contentsâ on the asset page to confirm FBX files are present
- The model displays correctly after importing into Bakin â Some assets may have broken joints; test before committing
Some assets trigger import warnings in Bakin. Handle those at your own discretionâI typically import and check if the effect seems minor.
FREE Stylized Bear - RPG Forest Animal
The bear from this walkthrough is worth mentioning again. It fits naturally in most game settings, and comes with numerous attack animations, making it well-suited as an enemy character.
It also has multiple idle animations for use as a normal wildlife encounter. Its lack of a strong visual identity works in its favorâitâs versatile enough to drop into a project and decide how to use it later.
PBR Animated Dinosaurs
A much more distinctive option than the bear, âPBR Animated Dinosaursâ includes three dinosaur models: Pachycephalosaurus, Stegosaurus, and Raptorâeach with their own animations.
Surprisingly, the asset offers a good number of animations and color variants, making it quite practicalâthough the number of games calling for dinosaurs is naturally limited.
Note that for this asset, the model and animation FBX files are combined, so selecting the model FBX in the motion setup step automatically includes all animations.
One issue in my environment: the Raptor faces the opposite direction compared to the other two. If you encounter the same problem, keep it in mind when using it.

01_Monster: Lizard
A highly recommended option for enemy charactersââ01_Monster: Lizardâ is a straightforward lizardman monster. The animation count is modest, but enough for combat use.
The result after importing into Bakin looks a bit ambiguous as to whether itâs a lizardman or something else, but it reads clearly enough as a monster enemy.

01_Monster: Watcher
From the same creator as the Lizard, â01_Monster: Watcherâ is an eyeball-type monster model.
Like the Lizard, the animation count is on the lower end, but thereâs enough for combat use. Itâs easy to drop in as an enemy character.

Fantasy Monster - Skeleton
âFantasy Monster - Skeletonâ is another model that works well as a game enemy. The animation count is minimal, but the essential combat animations are there.
Itâs particularly well-suited as an early-to-mid game enemy character.

Dragon for Boss Monster : HP
âDragon for Boss Monster : HPâ is so high quality youâd question whether itâs really freeâa set of four dragons. The models look great, and each comes with a generous number of animations, making them entirely convincing as boss monsters.
However, of the four, only âDragonUsurperâ imported into Bakin cleanly in my testing. The other three had model issues that would require Blender to fix.
That said, one usable dragon that imports directly is still worth downloading.

Modular Fantasy Knight Character
Last up is something a bit differentâthe âModular Fantasy Knight Character.â
Itâs a medieval knight model, which limits which game settings it fits, but thereâs a reason Iâm including it here.
This asset has no animation FBX files included. That sounds like a deal-breaker for Bakin use, but the key detail is that the model is human-shaped.
As covered in the VRoid articles, human-shaped models can have animations added via Mixamo. This asset is no exceptionâand this applies to any human-shaped model, not just this one. Remember that for human characters, animation FBX files arenât strictly required.


For how to add Mixamo animations to a model in Bakin, see the article below. The process is the same as with VRoidâjust upload the Unity assetâs model FBX to Mixamo instead.
Summary
Honestly, I was genuinely surprised when I discovered that Bakin could now import Unity assets directly. Being able to bring in Unity assets this easilyâanimations includedâis a massive expansion in available content for Bakin.
The Blender workflow from my earlier article wasnât difficult per se, but it was time-consuming. And the mere requirement to use Blender was enough to put off many beginners who might otherwise have tried importing Unity assets.
With that barrier gone, this discovery feels significant. I hope more people take advantage of Unityâs extensive asset library to raise the quality of their Bakin projects.
Iâd also like to use this opportunity to thank the creators of the free assets introduced in this articleâyour generosity is genuinely appreciated.
This article serves as a personal reference so I donât forget the stepsâI hope it helps someone else too. Iâll continue covering how to build games in Bakin going forwardâcheck back if youâre interested.

đ Series: RPG Maker Bakin: Game Development Guide (13/17)






