fbx_importing
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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. |
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+ | If you are just looking for a quick way to get models importing into Unity properly, take a look at the [[https:// | ||
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+ | The [[https:// | ||
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===== Scaling ===== | ===== Scaling ===== | ||
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+ | ++++ Instructions for Maya | | ||
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+ | 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, // | ||
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+ | 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. | ||
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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! | ||
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+ | ++++ Instructions for 3DS Max | | ||
+ | Max uses a Z up coordinate space. | ||
+ | 1. Make sure to always have " | ||
+ | 2. Check the "Bake Axis Conversions" | ||
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fbx_importing.1617311669.txt.gz · Last modified: 2025/01/15 04:35 (external edit)