With either setting the mesh is imported into unity with a -90 x rotation. In all my tests with unity, max, and fbx i have found that setting the up vector in "Axis Conversion" to either Y-up or Z-up does nothing to change how unity imports the mesh. Question 1 : why don't fbx meshes brought into other programs come in with correct size and orientation and require scale and rotation to be applied automatically or by a users hand to fix? i have poked around in the ascii format fbx and it seems it would be a relatively simple task to take the information and produce a perfectly converted and orientated mesh in the target application. ![]() Its my understanding that an fbx file knows what coordinate system it was authored in, knows what system units it was authored in and in general has a fair amount of data to pull from. Hopefully yall can give me a hand understanding what im not understanding. I have automated the process with a maxscript so i don't even notice the extra steps really, but it gnaws at me that i am missing something. ![]() I have found i need to set max system units to meters to get an un-scaled model in unityĪnd prior to export i need to rotate all objects pivots +90 on the local x axis to keep models from being pre-rotated -90 on the x in unity. ![]() I use fbx a lot going between 3dsmax 2018 and unity. ![]() I have some questions about the fbx format, max and unity.
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