fbx_importing
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fbx_importing [2021/03/25 22:07] – 73.95.178.156 | fbx_importing [2025/01/15 04:35] (current) – external edit 127.0.0.1 | ||
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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:// | ||
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===== Scaling ===== | ===== Scaling ===== | ||
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++++ | ++++ | ||
+ | |||
+ | |||
+ | ++++ Instructions for Maya | | ||
+ | |||
+ | Maya is not able to export in Meters without applying a scale to the object. This is because Maya works in a CM unit internally, even if you set it to display meters. If you want to get a unit transform when importing to Unity, you must model in cm, // | ||
+ | |||
+ | This has the unfortunate result that these FBX files will import extremely tiny in any other program (like Blender). However, it's the only way we've found to get Maya to export to Unity without a scale. | ||
+ | |||
+ | ++++ | ||
+ | |||
+ | ++++ 3DS Max | | ||
+ | |||
+ | 3DS Max can export in meters if you set the " | ||
+ | |||
+ | ++++ | ||
+ | |||
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* OriginalUpAxis: | * OriginalUpAxis: | ||
- | 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. | + | 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. |
+ | |||
+ | For **Blender** it's important to note the difference between the terms " | ||
++++ Instructions for Blender ~2.92 | | ++++ Instructions for Blender ~2.92 | | ||
- | Edit: I have found this path to be buggy. It is recommended to use the 2.90 path below, instead, with the "Use Space Transform" | + | Unity' |
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 |
* "Use Space Transform" | * "Use Space Transform" | ||
* In Unity, select: "Bake Axis Conversion" | * In Unity, select: "Bake Axis Conversion" | ||
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++++ | ++++ | ||
++++ Instructions for Blender ~2.90 | | ++++ Instructions for Blender ~2.90 | | ||
+ | Note! This path is buggy. Blender does not seem to apply transforms to objects deeper than 2 parents in the hierarchy. Recommended not to use this path. | ||
+ | |||
* Select " | * Select " | ||
* Axis must be set as -Z Forward, and Y Up. | * Axis must be set as -Z Forward, and Y Up. | ||
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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:// | ||
+ | ++++ | ||
+ | |||
+ | ++++ 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.1616710022.txt.gz · Last modified: 2025/01/15 04:35 (external edit)