I know that Max and Unity use different coord systems and the supposed fix is to rotate your model on the X axis by 90 degrees. I’m trying this and it just isn’t working. I’m trying
http://i52.tinypic.com/2nq8uf4.png
exporting with y-up and getting
http://i55.tinypic.com/o6h7if.png
I even downloaded the latest FBX exporter.
You dont rotate your model im max, you instead rotate its pivot point axis …
Look across the tabs find heirarchy ( i think its called) and choose affect pivot only button, than rotate the pivot correctly.
Wow, that causes some major distortion to the model… but it does finally make the axis correct. Is there anything I can do to prevent the model from getting all stretched out in weird angles?
it shouldnt have distorted the model unless the actual models transform has been reset, changed somehow. You should be able to just center / or position the pivot point where you like (in affect pivot only mode), and rotate it freely.
Awesome! Thanks for the clarification. The 1st post in the sticky makes it sound like I am supposed to rotate the model.
I guess there was something funky with the .3DS version of the model. Luckily there was also a .obj version on turbosquid and rotating the pivot point/axis (w/e it’s called didn’t) cause any distortions in that version.
You can always reset the pivot in max, and also reset the xform. This usually fixes problems such as you described.