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Import existing fbx from blender to Unity destroys prefab

Discussion in 'Asset Importing & Exporting' started by AndersMalmgren, Sep 11, 2017.

  1. AndersMalmgren

    AndersMalmgren

    Joined:
    Aug 31, 2014
    Posts:
    5,358
    Hey guys, I have a prefab based on a fbx. Several days of work redoing it, dont want to! :D

    I need to change something in the fbx because of errors in the model found late in development. I import the fbx into blender. And then just export right away. Now the pivopoints for all objects not using orgin as pivo is screwed over. So the prefab looks like a Picasso painting. Mind you I have not messed aroudn with the objects inside the fbx yet. Just omport / export, boom. Whats going on?

    Example
    One of the objects positions in old file
    upload_2017-9-11_23-20-5.png

    And here after import/export in Blender
    upload_2017-9-11_23-20-14.png

    Since the pivo is competly change the prefab will become a mess.
    How can I remedy this?
     
  2. EiknarF

    EiknarF

    Joined:
    Apr 28, 2011
    Posts:
    142
  3. AndersMalmgren

    AndersMalmgren

    Joined:
    Aug 31, 2014
    Posts:
    5,358
    I did it in 4 hours, so no biggie. Used the old prefab as template, verticesnapped the new model to the old and could move everything over and keep localpos that way. Also now I have a .blender file I can use for future updates to the .fbx. But it would have been nice to know why it changed the pivopoints