Import FBX properly from 3D Studio Max 2013

Hi,

I’ve been trying to import a simple box from 3D Studio Max into Unity, and have same pivots/scale. I just want my box to be 1 meter (or 1 unit) long in 3D Studio Max, then when I import it into Unity i want the same pivot position axis, and (at a factor scale of 0.01, it doesn’t matter), occupe just 1 unity unit long.

What I’ve achieved is a very very small box, with it’s pivot point not properly located (it’s not looking forward).

NOTE: It also happens to me that whenever I rig a character, I see it in the inspector preview very very small (just a few pixels moving).

NOTE2: I’m using Unity3D 4 beta.

Any help on this?

Thanks!

Hi there, I have the same issue with scale and pivot point with a FBX import from a 3DSM 2013, any luck yet with the problem? I’m using Unity 4.

There is some info on measurements I read here somewhere. Did you export your model with Y up? You could try it and see what happens.