Hello,
Im trying to export spaceship from blender to unity and I have big problem… First, I get wrong roration (like -90 on X axis, -180 on Z axis etc, depends on model) and the Axis orientation is wrong :/.
I found Wahooney tool (x.com) but I dont know how to use it on Win7 with blender 2.64
Is there any other way to export model properly from blender? Of course I can creat empy gameobject and make this object parent of spaceship and its working, but I dont like this solution…
Rotate your model on the x-axis by -90 degrees in Blender’s object mode. Then apply that rotation with ctrl+A.
Next step is to export it via FBX exporter. Here you have to use the following axis orientations: Y Forward and Z up. That’s it.
Now your model imports without weird axis orientation into Unity.
Unity supports Blender files natively, that is you don’t need to export/import to another format. Just import your .blend file into Unity.
Also don’t forget to remove the animation component that is created, as it can force your object to different a different rotation/location.
Not really.
If you import the files as .blend, Unity does the .fbx ex- and import under the hood. Only with the difference that you don’t have much control over your export in that case (i.e. the axis orientation, animation etc.) So I always suggest to use the fbx exporter and do it manually.
And the Blender importer often does not work when you use one of the most recent Blender versions.
To the OP’s problem.
Since this is not modeled by you in Blender, I assume there is some odd axis problem with the model. You usually don’t need any fancy exporter. It should simply work the way I described when you created the model in Blender.
Could you upload the model somewhere, so I can take a look at it (I don’t want register there only for that)
I downloaded the model, imported it into Blender 2.63, selected the ship in object mode, moved geometry to the origin, rotated it so that the nose of the ship was pointing to the front(R,Y,-90) and the cabin was above the X-axis(R,X,-90). Then I applied location and rotation and scale.
Exported to an fbx format using my standard default settings (-Z Forward, Y Up). Unchecked Empty, Camera, Lamp, Armature and the boxes about the animations.
It worked fine in Unity - the ship is at the origin and the nose is pointing along the Z axis.
He means the center point of the object. Which was apparently not in the center. So he moved the model to that centerpoint. You can also move the center point (a.K.a Pivot point) to the geometry.
Anyway, I suggest to gain some basic knowledge in Blender. Try Blendercookie for a start. It is really good to get the basics.