Import FBX axis correctly from 3DS Max

Hello,

We get the wrong axis while importing!
I try to get the correct axis when importing a FBX format from 3DS Max to Unity. But it didn`t work.
I read some threads… but not for Unity iPhone.

What we have to do?

Did somebody just made this correctly?

I don’t know which Max version you are using, but there should be an option in the export dialog that allow you to choose wich axis goes up on “axis conversion”

I have to admit that I had to mess with it a bit first time to understand the way it works.
Just make sure that in the Max editor, your model has the rotation angles to 0,0,0 as the scale and if possible position (if doing this your model don’t have the correct possition, rotation or scale, enter into vertex editing and change the vertex, but with the pivot reseted). Then choosing Y-axis up should work, it does for me.

thats what we tryed many times but nothing helps.

We use the newest Max 2010 Version and FBX 200900 and 200611 …do the export with Z Axis up and Y Axis up… and all models looks in the wrong direction and the x-Axis is mirrored? In Max the models have 0 0 0 but in Unity the x-Axis has rotation 270?

It doesn`t work???

send one of the models to moctezumagames@gmail.com

I will have a look if you want.

Did this ever get resolved?

I tried exporting Y-up with FBX, I tried Z-up but none of them work. I tried rotation my model and for some reason that doesn’t even work lol.

Hey guys did you ever resolve this?

no never… its really hard but true… and it needs time to correct the axis in unity :frowning: