3ds Max scene rotated 180 degree in Unity

I’m working in a team on a huge scene for an enviroment walktrough, but for some reason the whole scene in Unity afther import is rotated 180 degree. The whole scene exists of about hunderds of objects and I can’t find a solution why this happens.

I export parts of my scene as FBX with Y-up or Z-up, but both won’t make any difference and make the whole option pointless. I can’t replace them in Unity duo to the fact the whole scene and position is done in 3ds Max on a CAD drawing we need as reference to model the whole enviroment.

Is there someone else finding this same problem? I have no clue how I could fix this. The only solution I see is adding the whole scene included all logic, instances and much more to a single object and rotate is 180 degrees. But as I see loads of people using 3ds Max for creating small or large games in Unity it sounds like a plain stupid solution. Everytime I have do add new models I do need to rotate 180 degrees back, add the model, rotate 180 to fix the scene and test the game.

Isn’t there a fix for this? :face_with_spiral_eyes:

Its not a fix you need , its correct pivot rotations. In max at default , the world z axis is facing up, but in unity, it is facing forward. Im betting that if you look around your scene in max, you will notice that the local pivots are not aligned to Unity’s. Correct these , and your scene will import rotated fine. It might be a pain in the ass if your scene is as big as you say, but its really the only way to ensure that everything is aligned properly (this is especially important when things need to start moving around).

Aaah ok, well I noticed that as well, however I thought there was a workaround for it by changing some settings. This means I need to write a 3ds max script to change all pivots for all objects in the scene. Hopefully it can be automated since there are really a lot of objects to change then. :S

If your using reference objects, it will also do a strange rotation/mirroring which can be a pain. To get things importing correctly, you’ll want to make sure your xform is setup properly (sometimes assigning an xform to all objects in the scene as a blanket fix can solve this) - and make sure your using the latest version of the fbx exporter, as well as max service packs, this should then import correctly from the fbx file.

On a side not - anyone using max 2012 out of the box has to be using service packs , because half of 2012 doesnt work straight out of the box. Im really shocked at how much functionality was very obviously crippled, and yet still shipped in 2012.