Has anyone actually solved the 3dsMax z-up import pivot issue?

Seriously, so tired of generating Vector3 art and building triangles every time I want a mesh.

Is there a better suited modeling suite maybe?

With blender FBX, you can redefine the up axis at export. I'd hope that a tool that costs money would also provide this simple feature, but I don't know anything about 3dsMax. It simple fix may be to just use max's back view for the default orientation.

Maybe send them a message and ask what they do and post it back here?

I'm fairly sure all they just do is rotate it in 3DMax. Personaly I never bother with this axis stuff anymore, when I import some model from max or blender, it just has a 90 degrees rotation, oh well, that's just how it is then.

1 Answer

1

I just ended up using a Quaternion to solve the issue…

Quaternion rotForwardToDown = Quaternion.FromToRotation(Vector3.forward, -Vector3.down);

Quaternion SetRotation(Vector3 BoneLocation){	
		Quaternion tempRot = Quaternion.LookRotation(Vector3.zero - BoneLocation) * rotForwardToDown;
		//tempRot.y = 0;
		return tempRot;
	}

Which is completely thanks to Mike by the way, all credits to his logic on this one ;)