All,
I’m just sharing somewhat a cure for my headache of exporting FBX from Blender to Unity. Yes, the “axis-orientation-rotation” issue. Take note that I’m new to Blender, but much newer to Unity.
Blender 2.64a
Unity 4
Goal: To model a car in Blender, export FBX with correct axis + rotation in Unity.
Blender:
Model the car using whatever view you want. Normally people use [Num 1] view.
When the model is finished, ready for rotation. Here it goes.
-Rotate the car so that when I use [Num 1] view, I’ll see the bottom of the car with the front facing UP.
-In other view, [Num 7] will show the car with the front facing ME.
-Now I click on Object > Apply > Rotation. Now in the rotation will be set to 0,0,0.
-Optional, Object > Apply > Scale if needed. or Object > Apply > Rotation Scale for short.
Now exporting to FBX. This is the essential setting I used:
Forward: Y Forward
Up: Z Up
Unity3D:
When I import the FBX, the rotation is 0,0,0. No more weird -90,0,0 or something like that. And the axis is correct. Less pain for me to script axis related things because I’m new to Unity. Watch out for the import scale (0.01).
So that’s it. Next time I forgot about this, I can just search my own post then.