Uninomicon

Documenting the dark corners of the Unity Engine.

User Tools

Site Tools


fbx_importing

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
Next revision Both sides next revision
fbx_importing [2021/04/01 20:31]
73.95.178.156
fbx_importing [2021/04/01 21:13]
73.95.178.156
Line 35: Line 35:
  
 Unity uses these properties to determine the coordinate system for the file. On import, the asset will be rotated to convert it from the file-coordinate system, to the Unity coordinate system. __As of 2020.1, when "Bake Axis Conversion" is checked, these rotations will be baked into the meshes, rather than applied in the transforms.__ Unity uses these properties to determine the coordinate system for the file. On import, the asset will be rotated to convert it from the file-coordinate system, to the Unity coordinate system. __As of 2020.1, when "Bake Axis Conversion" is checked, these rotations will be baked into the meshes, rather than applied in the transforms.__
 +
 +For **Blender** it's important to note the difference between the terms "Front" and "Forward". Front refers to the direction a model //faces//. In Blender this is -Y, in Unity this is +Z. Forward refers to the direction you would walk when looking at a model from the front. In Blender this is +Y and in Unity this is +Z. ((At some point pre 2015, Blender [[https://developer.blender.org/T43935|incorrectly had these terms swapped]] and exported all models with a 180 flip because of it.))
  
 ++++ Instructions for Blender ~2.92 | ++++ Instructions for Blender ~2.92 |
-Unity's 'Bake Axis Conversion' checkbox is [[https://forum.unity.com/threads/bake-axis-conversion-import-setting.899072/#post-6975023|buggy]], however it seems to be the most reliable way to get the correct rotation from objects exported from Blender.+Unity's 'Bake Axis Conversion' checkbox is [[https://forum.unity.com/threads/bake-axis-conversion-import-setting.899072/#post-6975023|buggy]], however it seems to be the most reliable way to get the correct rotation from objects exported from Blender.  
  
 In Blender 2.92, the export behavior changed slightly, so we can simply: In Blender 2.92, the export behavior changed slightly, so we can simply:
-  * Axis must be set as -Y Forward, and Z Up. ((Blender coordinates))+  * Axis must be set as -Y Forward ((because of the previous bug, this is 180 degrees opposite to the correct axis. Blend files naturally have a +Y Forward aka. -Y Front orientation for axis)), and Z Up. ((Blender coordinates))
   * "Use Space Transform" **must** be off. ((This feature was, [[https://forum.unity.com/threads/bake-axis-conversion-defaults-to-models-looking-backwards.910298/|interestingly]], built to help export to Unity properly. However, this actually adds a root rotation to the file, which can confuse other tools))   * "Use Space Transform" **must** be off. ((This feature was, [[https://forum.unity.com/threads/bake-axis-conversion-defaults-to-models-looking-backwards.910298/|interestingly]], built to help export to Unity properly. However, this actually adds a root rotation to the file, which can confuse other tools))
   * In Unity, select: "Bake Axis Conversion"   * In Unity, select: "Bake Axis Conversion"
fbx_importing.txt · Last modified: 2022/01/26 20:53 by uninomiconadmin