3ds Max static mesh export settings?

Hello,

I’m making a simple model, and when I export it as an FBX, wih Z-up, the model is always facing the wrong way and it’s front is facing downwards in Unity with 0,0,0 rotation.

Why is this?

because 3ds max has z-up and unity has y-up. so you need to rotate your object to make it be up on the y axis in 3ds max.

I tried Y-UP whilst waiting for replies, and oddly yields the EXACT same result. Still with 0,0,0 rotation.

You might have a transform applied that is causing the import to go wrong, try reseting the xform. If your not sure how to do that, its a modifier you can apply that will apply a static rotation to the mesh and tends to fix a lot of transformation related wierdness in max, apply it and collapse the stack, save, and see if it exports correctly.

Just did what you said and no go :frowning:

Had the same problem, and my friend used rotate on the mesh in 3ds max, set it to be up on z axis, then reset the rotation (so the object had 0 rotations on each axis) values and stuff, then rotated to be up on y, and exported it like that. I hope that will help you.