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 21:14] 73.95.178.156 |
* OriginalUpAxis: ??? <sup>[//[[:wiki:tag:research-needed|research needed]]//]</sup> | * OriginalUpAxis: ??? <sup>[//[[:wiki:tag:research-needed|research needed]]//]</sup> |
| |
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" |