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Import FBX properly from 3D Studio Max 2013

Discussion in 'Editor & General Support' started by frarees, Oct 9, 2012.

  1. frarees

    frarees

    Joined:
    Jun 8, 2012
    Posts:
    36
    Hi,

    I've been trying to import a simple box from 3D Studio Max into Unity, and have same pivots/scale. I just want my box to be 1 meter (or 1 unit) long in 3D Studio Max, then when I import it into Unity i want the same pivot position axis, and (at a factor scale of 0.01, it doesn't matter), occupe just 1 unity unit long.

    What I've achieved is a very very small box, with it's pivot point not properly located (it's not looking forward).

    NOTE: It also happens to me that whenever I rig a character, I see it in the inspector preview very very small (just a few pixels moving).

    NOTE2: I'm using Unity3D 4 beta.


    Any help on this?

    Thanks!
     
  2. drg

    drg

    Joined:
    Jan 30, 2013
    Posts:
    1
    Hi there, I have the same issue with scale and pivot point with a FBX import from a 3DSM 2013, any luck yet with the problem? I'm using Unity 4.
     
  3. kanga

    kanga

    Joined:
    Mar 22, 2010
    Posts:
    225
    There is some info on measurements I read here somewhere. Did you export your model with Y up? You could try it and see what happens.