Hello,
I’m not sure if I should be posting this here or on a blender forum, but when I import a simple model of track from blender into unity (regardless of what type of import) the meshes are always facing upside down, and if I try rotating 180 degrees the mesh isn’t visible. I’m not sure if there problem/fix lies with blender or unity, so any help is appreciated.
Thanks.
You can rotate in Blender accordingly and apply the rotation before export. But I find this Blender addon to be really useful for this. The blender addon does the rotation for you and is much less frustrating.
Hm, that addon helped with the rotation issue I was having, so thanks for that. Though, my mesh is still only visible from the underside in unity. There’s a message at the bottom left of unity that says that the default mesh has no normals, so I guess that must be related to the problem.
Yeah in Blender you need to recalculate your normals. In edit mode, go to mesh > normals > recalculate outside. Depending on the mesh, this should work.
blender uses y axes as depth and z as height while unity uses z as depth and y as height. When you make an export to fbx there is an option to set the height axes that you want but if you use just the blend files and your model has bones you are gonna need to rotate.
I never had any problems with the normals. What version of blender do you use?
Thanks for the information.
I’m using the latest version of blender, though I’m sure it has nothing to do with blender.
I was importing some .wrl models into blender to mess around with and learn, so it must have been a property of the import.
Recalculating outside/inside normals doesn’t seem to fix the problem, but flipping the normals did.