Thats got nothing to do with Unity or Cinema… and it cant be changed…
You always have to model the object extending its front toward you… z- axis, just like you read an xyz graph. Havent you wondered already why left / right and front / back is “not displayed correctly in cinema”, when modeling the front toward z+?
For this one simply turn the origin of your model, but doing this correctly from poly one on will give you correct display and behavior in both apps, besides saving you from lots of work…
I know what you mean… the problem is… your model has its backside pointing forward. Those axis you showed in your screenshot are just visual tools to work with… it doesnt matter in what direction they point… it got nothing to do with the models orientation.
What you have to care about is that the front of your model is located toward z- inside your modeling app… Thats all… So you have to turn the origin of your models 180° around y axis. This will not change the fact, that the axis tools are displayed different, but your model will face the right dirction and go forward when you say forward etc…
this is about left vs right handed coordinate systems. pretty common issue with 3d engines as they’re all over the board and not a lot you can do about it. sounds like you’ve got a load of assets you don’t want to have to edit (ie spin em around in cinema). you may have to. i don’t know if this will work or not. you might look at writing an editor script that rotates all objects locally in unity. this may give you problems with scripts as you may have to account for the rotation. i don’t know if there’s a way to reset the object once rotated.
Yes!
The problem is:
I have a game with 100+ object that must face the camera,
point at the camera all the time. Its a flightsim with balloons.
My “Rotate towards target”-script that points the objects is ok, but
the backside points towards the camera!
Why? The objects rotates when I export to Unity!
I could fix it in the script BUT I will understand/solve this
the right way!
Alpha-Loup:
" …you have to turn the origin of your models 180° around y axis…"
Do You mean, rotate the axis in Cinema?
I have search the Cinema manual for “Coordinate System”
and find this:
“FBX Export Settings
Coordinate system
Cinema 3D uses the left-handed Coordinate system. On export, the scene
will be converted to the right-handed system and the mech will be adapted
to take the differences between the coordinate systems into acount.”
Is this the answer? Nothing to do…!
It must be a way to solve this!
This is definitely a pain in the ass. I haven’t had a big issue with it like you have, but it’s always confusing trying to get it rotated right before export.
most likely yes. unless you can find an auto way to do it. but if you’re only trying to always face the camera with all, just make a script that always looks away from the camera. no?
But, this solution is not so easy to find or discover yourself.
There should be an checkbox in the FBX exporter
in Cinema or an import option in Unity… or something similar.
A more visual solution, more in the line of Unity itself…
Is it true that the FBX exporter do this “left-right-handed conversion”
the “wrong” way for Unity?
A mean:
Cinema - left-handed Coordinate system
Unity - left-handed Coordinate system
FBX exporter - convert to right-handed Coordinate system…
This is from the " Importing Objects From Cinema 4D" online manual:
“Behind the import process (Advanced)
When Unity imports a Cinema 4D file it will automatically install a Cinema 4D plugin and launch Cinema 4D in the background. Unity then communicates with Cinema 4D to convert the .C4D file into a format Unity can read…” (FBX)
It seems to me that otee is quite involved in the
process of making this to work properly!
Sorry if I sounds angry… but this is that typical “small” problem
that can make me creasy!
In the future I think otee will fix this.
For now, I understand it (a little more), have a workaround
and… is just a calm and collected… person…