I have created a model in blender.
I placed the .blend file into the assets directory and Unity performed its magic on it generating some game objects that I can use to display and manipulate the mesh. But something is slightly awry…
Here is what I see:
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The game objects are created alongside the blend file (there are multiple named objects in the blend file and they are all created as gameobjects, 3 to be precise)
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When I select the object in the project view I see the whole mesh in its little window at the bottom of the inspector. But it is on its front instead of standing up which is how I have it in Blender. No doubt this is something to do with the y-up z-up differences between Blender and Unity.
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But when I drag the asset into the scene it is the right way up. Well ok I can live with this, if the asset is going to render the correct way up then great. However…
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When I run this code:
myImportedObject.transform.rotation = Quaternion.LookRotation(directionImMoving);
… then the object is immediately flipped onto its front (in an x=90 degrees rotation), but still rotates as I would expect except that it is lying on its face and not standing up.
I’m not sure if the problem lies in my Blender file or Unity.
Note: my .blend has no unapplied transforms/rotations etc…