Hello, I have been importing my models into Unity by dragging my .blend files into my Unity Assets folder and so far it has worked. Now i have noticed things within my models being rotated weirdly. For instance, an item in a model I have imported to Unity is flipped along the up/down axis within Unity compared to the Blender counterpart. This is really screwing with my models and my development in Unity.
Does anyone know how I can fix this? Should I import using a different file-type (fbx, .obj, etc)?
Are transforms frozen? Using parenting or constraints, etc? Normally, you’ll want an objects transforms all set to zero aside from scale. Depending on how items are modeled, riggged/setup… Not everything can be exported/imported. So, maybe you’re using an empty and models are patented under it? But the empty isn’t exporting.
Hello Guys,
I actually have a similiar Problem, i made a Model in Blender my Rotation is set to X:0 Y:0 Z:0 in Blender, when i Import it in Unity (whatever type i choose .blend, .fbx , .obj and more) he make my Model crazy… if i Import the .blend file he scale it down to 0.63 (even in Blend is Scale X:1 Y:1 Z:1) and he Rotate my X Axis from X:0 to X:-89
if i export in .fbx as example, Unity Scale my Model X:100 Y:100 Z:100 and X:89
Im new to Unity and not understand why Unity do this…
Export Blender example in .fbx
Import Unity
Edit:
Also nothing Change if i freeze the Scaling or Rotation in Blender
@DerDerErIst Unity’s units are basically 1 unit = 1m. In Blender you’ll want to set your working units as meters. When you export from Blender in the fbx settings, at the end of the scale value is a small button with arrows pointing both directions, click that. Your scale values should now match with what you have in Blender, meters. By default it uses cm.
The rotation issue I think has to do with the differences in world axis. In Unity Y is up, in Blender it’s Z. So the model is rotated on the X axis to be oriented correctly. Easiest workaround, don’t worry about it:), unless it’s for skeletal animation. In which case the exporter has options to set the up and secondary axis for the root bone.
Hope that helps!