I ran into really annoying problems while exporting/importing FBX files.
Ok first problem: size. I know there’s a bug with blender FBX exporter, but as far as I know, the bug appears only with the 6.1 ASCII version. I’m using version 7.4:
Ok, that is not a really serious problem, but it’s annoying to find out the right scale. If I export with scale 100, and import is both 1 (scale factor, file scale), then the model is huge. And with standard values it’s tiny…
Second problem: When I add a box collider (working on a 2.5D platformer) to the mesh, I get this message:
and I have to adjust the collider to this really strange values (note: with this dimensions, the box collider is almost square…):
So, my question: is there something what I’m doing wrong?
You are showing the export size, but not the actual unit setup in blender.
Unity uses meters for measurement.
Is your original model in blender roughly 2 meters tall (assuming this is a character model)?
Make sure your blender unit setup is set to meters then Test export a 1x1x1 meter box/cube out of blender. Make sure the export settings are the same as the above image.
When brought into Unity this should read scale factor 1, file scale 1.0 and should be the exact same size as the default cube.
I’m not a blender user so if this doesn’t lead you to the correct solution - use search box here on the forum. I’ve seen this mentioned before on here regarding blender.
The model is a wood box (cube) with an edge length of 4 meters. When I export the model in blender as I have shown (scale factor 1.00) then unity says file scale 0.01 like in the second picture. So, I have to set export scale to 100 or rescale it after import in unity. It works but it’s just annoying.
But the bigger problem, is the second one, with the collider size. Is there any connection? It’s really teadious to work with these strange dimensions (x value tiny * y value HUGE = square). And I don’t think this is normal behaviour.
No - it doesn’t sound like normal behavior.
That’s why I suggested the test process, to confirm the scale of objects matches properly in Unity.
If a 1x1x1 box exported out of blender matches a default Unity cube - it should read correctly and work as expected.
Coming from 3D Max into Unity4 the scale reading was odd, but scaling everything up to 100 x,y,z matched perfectly. Unity5 fixed this anomaly with Max to Unity workflow.
By chance did you scale your object in blender and not freeze the transforms (reset the transform) before bringing into Unity? I don’t know the blender terminology, but this is a common and easily fixable error with blender to Unity workflow.
Ok update: i’ve tried the process you’ve suggested, and surprisingly the scale is already the same… It’s only the info in the import section which says File scale 0.01 but in fact it is 1.
And yes transformations are all applied.
However, the collider problem still exists.
Maybe I should open a separate thread for my collider problem, seems like it’s not related to the import bug.
Oh WOW!! After more than a year of manually modifying the .meta file to edit the “useFileScale:0” trick, you just pointed out that the icon next to the “Scale” in Blender was a toggle button!! The mouse over message even says that it’s going to transform the scale to cm’s!!