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Problem with orientation from 3ds Max 9 using Biped

Discussion in 'Editor & General Support' started by squirm_RKLS, Aug 1, 2008.

  1. squirm_RKLS

    squirm_RKLS

    Joined:
    Aug 1, 2008
    Posts:
    2
    We are having an issue with the orientation of our character model from 3ds Max 9 into Unity using BiPed.
    Currently we are using a transform offset within Unity to get the desired orientation.

    Does an offset have to be used within Unity to get the orientation to jive?

    Is there an exact setting/orientation in 3ds Max that has to be used for the import to show up with the correct orientation?

    On FBX export should the Add Root Node with world coordinate of Y be used?

    Thanks in advance for any help
     
  2. holmeren

    holmeren

    Joined:
    Dec 12, 2006
    Posts:
    300
    Axis problem again ;)
    Top node axis needs to be 90,0,0 and then export with "y" as up....
    -and walk animation should walk towards you in maxs Front view.

    hope it make sense ;)