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Correcting imported 3D model

Discussion in 'Scripting' started by litvinovandrey, Jun 8, 2016.

  1. litvinovandrey

    litvinovandrey

    Joined:
    Aug 21, 2015
    Posts:
    14
    When I importing model with difficult hierarchy(human model), size rotation joints varies. How set their value to (0, 0, 0) without actual rotation (all joints will have value rotation (0,0,0) without broken model)?
     
    Last edited: Jun 15, 2016
  2. ArachnidAnimal

    ArachnidAnimal

    Joined:
    Mar 3, 2015
    Posts:
    1,727
  3. shaderop

    shaderop

    Joined:
    Nov 24, 2010
    Posts:
    942
    Which program are you importing from? Are the joints' rotations all zeroed out in there?
     
  4. litvinovandrey

    litvinovandrey

    Joined:
    Aug 21, 2015
    Posts:
    14
    From 3d max.
    When I import a humanoid skeleton is always added to the basePivot rotation -90 degree (for Z) regardless of the import settings. Hack with the parent object does not fit. Found this https://www.assetstore.unity3d.com/en/#!/content/8913 But this asset is editing the rotation of the mesh of the current object only, no children. And it just would be nice, in my decision to all the bones had zero rotation in global coordinates.
     
    Last edited: Jun 15, 2016
  5. BrendanKZN

    BrendanKZN

    Joined:
    Jun 22, 2011
    Posts:
    157
    Hey, I had similar issues with Blender. What I do before exporting or saving for Unity is reset all the scale,rotation data once the model is completed. I think its called resetting the transforms in 3D Max. Hopefully this is what you are talking about.
     
  6. litvinovandrey

    litvinovandrey

    Joined:
    Aug 21, 2015
    Posts:
    14
    This solution does not work. I would like to handle the model already in Unity
     
  7. litvinovandrey

    litvinovandrey

    Joined:
    Aug 21, 2015
    Posts:
    14