FBX export-import issues

Using max 2013 and latest fbx plugin I have problems exporting and importing models in unity.

In the .max file mesh looks good but when I export it to FBX and import it into unity my object positions get mixed up.

When I open the FBX file in MAX positions are also wrong.

I tried resetting xform in 3DS to try and fix this issue but it did not work.

The only way to fix the problem is to collapse the mesh into one object but that will not work for my game.

This is a static mesh with no animations.

I would appreciate it if someone can help me with my issue.

Regards,

Rycon

I don’t know about MAX, but in Softimage, using the latest FBX import/export plugin (V7.1) doesn’t work (gotta love it when a new version breaks things). I typically use a version that’s two versions back (V6.1) and things seem to work fine - so - if you can, try testing some older versions of the FBX plugin.

There is another possibility, and that is you might have some transforms on those pieces - make sure to freeze your transforms on any model before exporting (as long as that doesn’t break animations, of course). I have a friend who gives me Blender models and they have a nasty tendency to snap to other positions, scales, orientations in the world when I hit “play”… I’m still trying to get him to remember to freeze transforms and remove any animations from non-animated objects. :wink:

What worked for me is to export into fbx and fix all error manually.

Not the best way but I tried alot of methods and they did not work :frowning:

As long as its fixed im happy :slight_smile:

But I will try to use an older version maybe that is my problem.