When importing models from 3Ds to use in unity, the axis end up getting mixed up (ex: x becomes y, and y becomes z, etc…) Everything is fine when the model is still in 3Ds but as soon as it is placed in unity it becomes almost unusable because of how the script is written. Can anyone tell me how to keep the “normal” axis when importing?
When you export fbx from 3dsmax there is axis conversion foldout that will allow you to change the direction of up.
Rotate pivot of a model x=90 y=0 z=o. In exporter set y as up… Done