(Once you perform these steps, you can export to FBX with settings similar to those described in Step 1., and it should be all-good in Unity!) Over the months (maybe years?), I found these steps to completely remove all cases of weird -90 rotation issues in Unity, depending on what kind of object(s) you're exporting: I tend to use something like the following structure, for example, if the character's name is Mark: (Ģ.2. If you're just modeling a simple object that is one Mesh, one object - you can skip this step 2.1. Whenever exporting a rigged character, I always setup my hierarchy in Blender with extra empty parent objects, so that I don't need to add any extra Transforms in Unity. These steps allow my Blender characters to have completely zeroed out position and rotation, while maintaining the model's correct orientation:Ģ.1. When I am ready for export, this is how I prepare my 3D models in Blender. Correctly Applied Rotation (in Blender)įor the export settings: I wrote extensively about my specific export settings here! The good news is, you can save these export setting presets for a long time, and not worry about setting these every time you export.Ģ. For me, proper export from Blender takes 2 important parts:Ģ.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |