3dsmax to Unity - orientation problem

I am having some issues with importing file in Unity.
It seems like each time (through different projects) orientation is different.

How should I set orientation to work properly in Unity?

I know Y and Z is swapped. Usually I get it to work, but this time, its no-no.

Before exporting, rotate the pivot of your mesh by 90 degrees on the x-axis in 3ds max. That will keep the orientation consistent.

Thanks for the replay.

Usually its -90 on Z (max).
Tho now its -90 on Z and -90 on X (max).

Annoying.

Also how should I set up scale in max so it fits with Unity? I had it set but my model was to tiny in max, so I ended up scaling it up due to animations and how scaling affects animation graph… Annoying as hell.

Seems like Unity doesnt work that well with Max since I didnt have much problems with UDK in the past…

Here’s some info on the units setup in 3ds Max:
http://forum.unity3d.com/threads/68145-Ruler-for-3DSmax-Unity-scale-import-must-for-3ds-users

Basically the main difference in regards of orientation is that in Max Z is usually the up axis whereas Unity uses Y as the up axis. Therefore you’ll need to rotate the pivot accordingly.

So basically with any mesh I didn’t have any problems so far when I first reset the XForm and then rotated the mesh’s pivot by 90° on x. Always worked so far. So basically the pivot rotation needs to be 90,0,0 in Max.

Skinned Meshes are a bit different, I had a lot of trial and error trouble with that, especially when it comes to point helpers (e.g. for weapon slots).

Find it simpler to just use max’s back view for default orientation then child it to a game object once in unity. having to rotate it constantly in max is an issue for iterative development.

Yea I am using skinned mesh. With bones. And its differen each time. Sometimes it works, and then next day it doesnt… Its really frustrating.
I will try it again tomorrow.
I’ll post some updates here.
Thanks for the link. I will check it tomorrow.