I have a problem when importing my assets from 3dsmax to unity. I rigged it and exported it with the Z up, but in the FBX export i checked “y up”. I ended up with this :
when i drop it in the scene, the object is straight, but in the content browser the mesh lay on his side, forced in the “y up position”. I want to correct that, to have everything lined up perfectly, with correct axis everywhere
I tried a method i’ve found in the forum, rotating the object in 3ds so it has the Y-up in 3ds, then exporting it with the “Y-up” option. It should work, but instead, I got this :
And I don’t get it at all. Nothing is oriented the same! In 3ds, when exporting, the top of my object is Y-up, the option I checked is Y_up, and in Unity, it’s all messed up.
Any idea ? Thank you
Simple solution - make sure you create objects and rigs in the front viewport, and export out of Max with Y up, and if you continue to have issues - fiddle with the settings in Unity. The original orientation issue between Unity and Max was resolved when 5.0 came out, so you are only experiencing a setup problem.
Alternately you can parent the character to an empty game object if needed to correct the problem if the rig orientation is not correct from not creating originally in the front viewport.
Thank you for your answer, I reworked my mesh in the front view, the skin and bones are all ok, but I’m still having this result :
I have no transform on my mesh when i export it, everything should work, but i don’t understand why the mesh “bird” is laying on his side. How is he different from the skinned mesh anyway ? The bird is working, his rig and animations are working too… but as I’m trying to get it on the asset store, I need everything to be perfect.