Fbx default import is scale 0.01? Import a Blend file, and the scale is 1,1,1?
What’s the point of the default fbx scale of 0.01? We’re only going to just change it back to 1.
It’s an extra, redundant step.
Please correct me if I am wrong.
While working on the Titanic Dog game, I re-sized the boat. It had many polys collisions. It lagged quite a bit for a few seconds before it went back to normal.
I re-sized the boat in Blender, applied the scale, then re-imported it. It then had no lag.
So am I correct that everything in game should be a scale of 1,1,1? It would all add up in the end. Or does Unity compile it so that there’s no issues?
Many 3D applications have different sizes on import and export of non-native formats. That is because
a) every software is programmed different from the others and
b) it’s also to compensate for export to another application.
Some apps ask you to specify a size multiplier on loading or saving OBJ/FBX files. Usually the default is 1, 0.1 or 0.01. Respectively the import factor usually is 1, 10 or 100 (depending on your software). You can realize how much of an impact this makes if you import an OBJ or FBX from someone else in your 3D application (Blender in your case) and the model is either tiny or not visible because it’s just too huge to fit the viewport.
It’s the exact same thing for Unity. Unity does not know from where you exported your FBX. Unity also does not know if you’ve changed the size factor from your 3D app. Unity guesses that it will be 0.01 for FBX because that’s just the most common factor for that format.
If you want to make sure that everything is set up correctly on import - create a 1x1x1 meter cube inside Blender (or your 3D app) and export that into Unity. In Unity create a cube - the Unity Cube always by default hast the size of 1x1x1 meter inside of the Unity worldspace. If those two match your import factor is set up correct. If not - adjust it. Always try to have a model be the correct size on import by adjusting the import factor accordingly. Never scale each object to size in Unity if it’s possible to do otherwise. Will save you tons of headaches later on.
Yes, it is an extra redundant step. There is no point. Users moans about this since version 2.x. But Unity doesn´t care. So we have to live with this quirk i guess.
I know that i have seen a script before here at this forum that changes this behaviour, and sets the import size to 1 automatically. But i cannot remember where it was.
I think… this might be my first post here on the forums, so… heya!
Oh… apparently I had a previous post, cant even remember it XD
really sorry for the megaBump, but this seems to be the most recent topic on this matter according to the search (with my search skills that is)
but I have a question, since I am working on a low poly pack that will supply .fbx and .obj versions of the meshes I noticed on testing that the .fbx versions of the meshes are way to small. (apparently 0.01 of regular size).
I found this thread, looked for a newer one to ask this but couldn’t, hence I am posting this here.
Am I allowed to add the aforementioned script (with proper reference to the author) to my pack?
what are the rules on that?
edit: Never-mind, Ill just re-size them in the file before exporting as I am a nice fellow that doesn’t want to put people through the ordeal of using scripts.