3ds max import rotated character and transform?

I’ve looked all over youtube and gone through a lot of help pages and still can’t find what im looking for.

Ok here I go… I have my small character model in 3ds max and all is fine, I have nothing else just a basic character with texture. I export and import it into unity using .FBX. All is working in unity in terms that the model is there and I have my textures on it and I’ve just made it a prefab.

Now this is the problem.

I add the movescript to the model and it has character controler on it aswell. when I hit play It goes crazy (the movement)
So I noticed that the rotation on the model was set to 270 when imported to unity and when I make it 0 it rotates the character on its back. when I hit play the movement works fine but now I have a character that is looking at the sky (looks wierd)

What I want to know is there a setup guide for 3ds max that I have to do with the model before exporting or can I change the transform gizmo inside of unity so that I can manualy correct the problem?

hey, i had this trouble with one of my objects i created in 3ds max, but im not sure how your issue would work with animation. i had a rock object made in 3ds max, i exported a FBX and a OBJ file. i made a prefab with the FBX file in it and for the ‘mesh filter’ property in the prefab, i used the OBJ file instead because the obj. file was rotated correctly. and from there it worked perfectly! but im not sure with animation.

have you exported the FBX using the ‘y’ axes up?

even though that didnt work for me, using the prefab fbx file with a OBJ file for the mesh, it worked fine for me

hope this helps, i know how hard it is to find help quickly when you need it :wink:

I’m having this problem. Did you have any luck in solving it?

Applying a Reset XForm before exporting your mesh can solve this kind of issues if you have rotated your mesh inside 3dsmax.

You could also try “Affect pivot only” under hierachy, then rotate the pivot in the right direction. And remember to do this after Reset xform.

Try this. Put a reset xform modifier on the object in max, and then export it via the fbx. It will of course collapse the modifier on export, but it will fix the rotation issue. This will fix it for instanced objects that go flying off into space too.

could be the silly z-up max way of doing things, in your FBX export make sure y-Up is selected

It’s just a problem with Max thinking Z is up rather than Y.

Anything imported from Max will have it’s rotation set to 270 in the X axis. Not a lot you can do about it until Unity team sorts the FBX importer to fix it.

If you import a skinned mesh, the newly created root node will have Unity-correct rotation (i.e. all zeroes) but the child node for the mesh and root bone will still be 270 on X. It’ll let you at least have the character controller work correctly when you apply it to the root node.