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Orientation of a model imported in unity

Discussion in 'General Graphics' started by gregorio80, Dec 13, 2014.

  1. gregorio80

    gregorio80

    Joined:
    Apr 25, 2014
    Posts:
    12
    Every time i "draw" a model in blender , when i import it in unity, i found that all directions aren't right.

    I dont'know how to explain but ...i'm looking for someone explain me or some documents to read
    to make forward vector in Blender is the same as forward vectori in unity!

    I think it must be that i don't understand the differences between Global Rotation and Local roation in unity!

    It's a big mess everytime... :( can you help me understanding rotation in Blender?
     
  2. pointcache

    pointcache

    Joined:
    Sep 22, 2012
    Posts:
    579
    well perfect model is -
    front is Z+ in unity at 0,0,0 rotation
    in 3ds max i achieve that b rotating models pivot point, which there is called, or just Axis of a model,
    since model itself is an object it has its own inner axis, which can differ from what unity expects,
    in this case unity usually rotates the model to compensate for different axis orientation, but thats not a solution,
    because when youre applying any logic directly to model and model's front is actually its side or whatever, you get into trouble.

    So for you the way to fix this is to ether find out how to modify model axis in blender, and export it with proper axis,
    or use parent object in unity.