fbx_importing
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| fbx_importing [2021/04/10 15:21] – 73.95.178.156 | fbx_importing [2025/08/11 23:26] (current) – [Scaling] 110.143.10.189 | ||
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| ====== FBX Importing ====== | ====== FBX Importing ====== | ||
| - | Importing FBX files in Unity with the correct scale, rotation, and axis is fraught. | + | Importing FBX files in Unity with the correct scale, rotation, and axis is fraught. |
| + | |||
| + | If you are just looking for a quick way to get models importing into Unity properly, take a look at the [[https:// | ||
| + | |||
| + | The [[https:// | ||
| ----- | ----- | ||
| ===== Scaling ===== | ===== Scaling ===== | ||
| - | FBX is in cm by default, but can support other units. Other unit scales are achieved in FBX by by setting '' | + | FBX is in cm by default, but can support other units. Other unit scales are achieved in FBX by setting '' |
| <code yaml> | <code yaml> | ||
| GlobalSettings: | GlobalSettings: | ||
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| ++++ | ++++ | ||
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| + | ++++ 3DS Max | | ||
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| + | 3DS Max can export in meters if you set the " | ||
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| + | ++++ | ||
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| //Note: If your object does not support Apply Transforms, you should either [[https:// | //Note: If your object does not support Apply Transforms, you should either [[https:// | ||
| + | ++++ | ||
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| + | ++++ Instructions for Maya | | ||
| + | Maya uses the same coordinate space as Unity. Just use the default export settings! | ||
| + | ++++ | ||
| + | |||
| + | ++++ Instructions for 3DS Max | | ||
| + | Max uses a Z up coordinate space. | ||
| + | 1. Make sure to always have " | ||
| + | 2. Check the "Bake Axis Conversions" | ||
| ++++ | ++++ | ||
fbx_importing.1618068064.txt.gz · Last modified: 2025/01/15 04:35 (external edit)