Hi all,
Whenever I import a .blend model (version 2.64) the bounds of the meshes are several times larger than the meshes themselves. This makes working with them inside the Unity editor very difficult (basically you can forget about ever getting one of your models in focus). Nothing was changed in the import settings. The model itself is rigged and has several Actions animated.
What determines the bounds of imported meshes, and why are they always incorrect when importing models from Blender 2.64?
Thanks
Are you sure it’s Blender? I’ve always seen model bounds far outside the actual geometry (mostly working with Maya).
- Can’t you focus (F) and zoom?
- If you need the actual visible extents of a model, it’s always more accurate to loop through the vertices and check their actual positions.
No idea if it’s truly Blender or not. But the oversized bounds leads to the model being impossible to focus (press F on the model and Unity zooms very far outward) because Unity sees this giant model when the model is, in fact, normal sized. I don’t use the bounds info for anything I need, but apparently Unity needs these bounds to focus correctly and size the collders right.
I had this problem with some of my models in Blender. It was the fact that I didn’t “Apply Object Rotation and Scale” early on in the rigging/animating process. It should be an option you can click on “Object >> Apply >> Apply Rotation and Scale”.
Some of the models I had to go back into one of my early save files, apply the rotation and scale before adding in an armature etc, and then animate all over again.
Lets just say, it’s super annoying. Another super annoying thing is that if your pivot point is slightly off in Blender, then use “animate based on renderers” in Unity, Unity will see your model as on-screen, even if it’s really not visibly yet.
All in all, it’s something you have to iron out ahead of time, otherwise it comes back to bite you later on.
Edit: Also look at applying Location as well. You should try to set as many things as possible to a zero point (0,0,0) as you can, or a scale of 1,1,1, etc…
Ah, that makes sense. I tried it on my model and it did fix the problem (though my model/rigging isn’t a typical setup, so maybe I got lucky). Thanks, Velo222!